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Is your scale correct or model really far from origin or something funky with the UV coords? It might be some precision issue.
Can you add yourCameraVariable.depthTextureMode |= DepthTextureMode.Depth. The post processing probably enabled the depth buffer.
This is for both status and edge protection UnityViewControllerBaseiOS.h @interface UnityViewControllerBase : UIViewController { } -...
Is there a difference between dependent texture reads vs texture indirections? Maybe they are counted differently.
According to apple a swizzle could be a dependent texture read. Not sure about opengl es 3.0. They mention an example of packing 2 uvs into a...
Just a warning this can be very slow because the GPU/CPU have to sync up.
You can do something like this. This keeps the a consistent width area. var scale = camera.aspect / (base aspect ratio like 16/9); var mat =...
Can you do a cross billboard mesh. It's a cheap trick but it can give you more depth. Basically like two billboards crossed one a circle glow...
That is a huge AAA game. They have many different variations of foliage and trees. Probably use really advanced atmospheric effects and other...
If you are using forward rendering then it might be Unity switching from per pixel to vertex lighting....
This might help https://github.com/unitycoder/DoomStyleBillboardTest
Your Dynamic decals look impressive. Have you looked at http://www.humus.name/index.php?page=3D&start=8 he uses decals to render roads and...
I think Gbuffer2 target is only for deferred rendering. Forward rendering does not render a gbuffer. You have to manually set the camera.depthmode...
Is this still something that is happening? I agree with dropping it. Even on mobile games I use forward rendering. Most mobiles GPUs are fast...
Each object only gets 1 interpolated probe value. Probes use spherical harmonics so they are bad at any direct light unless you use a high density...
You can use the legacy shaders those are a good in-between balance. Mobile/Diffuse does per pixel lighting + shadows. These run decent on galaxy...
I remember some old handheld racing games did all there calculation based on the spline of the road. If you have that you can position any car...
Jittering the ray depth can help a lot but it does created a "static" pattern. You should blur the volume then do a bilateral upsample to keep...
Ok thanks for the info. I guess I could just construct an IL2CPP String_t and pass it in. It looks like a utf16 chars.
After I compile to XCode I sometimes directly modify the il2cpp code so I don't have to do a full recompile to test something. I'm just wondering...