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Hello! Sorry about the late reply. I never added this support offiically as that could raise some unhandled edge cases. But you can always extend...
Oh, I see, I have to handle that.
Hello! Thanks for the review, I appreciate it! I'll think about your suggestions. Best, Zoltán
Hi! Right now it is not possible. It is a planned feature, but I never finished it. This package is quite old and I wans't sure if needed by...
Hello. Bake are not, results are. It is soon fixed so you can bake in any SRP too.
Please write me an email!
Hello, The results can be seen in SRPs, like the Universal rendring piepline, but unfortunately the bake process will not work in SRP. I working...
Yes. I actually use it in my quest projects.
Thanks for buying! I noted the improvements, and I ket you know when they ready for release. Best
Hello! Sorry about that, please comment out that line!
Probably it's some sort of memory leaking while rendering the samples. I'll have a look on this. Thanks for reporting it.
Hi! Sorry to hear that. The reason for the crash is probably because of lots of mesh and high polycount. What is the mesh/polycount on the scene...
Hi! Key planned features: - Rewrite the code to C#, shader rewrite (Done) - A new method for mask textures, the current one is hardly configurable...
It is now back online. It seems it removed by accident. Sorry for the inconvenience.
This is new to me, thanks for the info.
Sorry I missed to update here, just in the Store description page: there is a small delay in release.
Hi! The floor probably not occluded in the other side of the wall. Please send me a sample project so I can give you advices.
Yes, it is capable for that :)
Apparently it only works in DX11 API, and fails in DX9, with RenderTexture to texture2D conversion error messages spawning. Moreover, using...
Using TextureFormat.RGBAFloat in VDSampler fix the problem!