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+1 for the public property idea. Ability to write to a depth buffer is a very useful thing, shame it can be done only by reflection.
Hi, Is it possible to enqueue a ScriptableRenderPass after a specific render queue? For example - I can enqueue pass after rendering all...
Hi, I need to update the texture array (from CPU to GPU) each frame with a continuously changing data, but only in a small parts - e.g. a few...
Bump? Any ETA for decals with proper layers?
Bump as it's almost 2023?
Unfortunately this buffer contents must be slightly different for each object instance.
Hi, I tried to use Material.SetBuffer() to pass some arguments to the shader, but it appears that it brakes SRP batching somehow. I checked Frame...
@Rene-Damm Was it changed somehow since that time? I'm on Input System 1.3.0 and the issue still occurs - Input System seems to ignore system...
Hi, No, underwater view was not developed, as it was not part of the scope. Shadows are simple, taken from base URP shaders.
Hi, I've created a simple implementation of water shader based on classic Gerstner Waves - but modified to match the surface of a sphere. Unlike...
Hi, I was trying to use this sample shader as a base for my own lit URP material:...
Any news on this?
Hi, I'm looking for a way to mimic CSG behaviour - cut off part of a mesh by other (invisible) mesh. My first attempt was to use stencil buffer,...
OK, I've got it as soon as I have posted the question :) There was a Fallback "Diffuse" part at the end of entire shader, which caused it (I...
Hi, I'm trying to sample a depth buffer inside a vertex shader to see if a particular vertex is hidden behind already drawn geometry. Than I'm...
Thank you - I'll check it out and report the results.
That's too bad, as 100% version control integration is a must in this case (as with most large projects). Additional slot for config file would be...
Hi, In folder Editor\Data\CGIncludes there's a UnityStandardConfig.cginc file with a bunch of setup directives. I'm trying to make a copy of it...
Hi, I've recently developed an application for Hololens (using Unity of course) and it is working fine - stable 60 fps, loads very fast, always...
Hi, I have a prefab with Playable Director and a simple timeline, referencing objects in that prefab (both in tracks and in clips). When I...