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I'm way into development on another engine now after ten years watching Unity becoming a slow mess, and I am loving every second of it. It's like...
No, its not working and don't expect unity to bother documenting anything HDRP properly, its a mess of guesswork and trial and error. At least you...
I solved the slowness problem by choosing another engine. It is free too, so win-win I guess :)
7 years later and still no fix except restarting the editor?? Come on guys
Any news on this? I would really like to see a working minimal HDRP shader code that can be extended. I tried to use Shadergraph, but it is too...
1. wrong, look at the Unity camera gizmo, it can be selected without a body.
Can I disable all postprocessing when rendering a camera manually with camera.render()? Background: I have rendered a scene to a floating point...
use the following code to grab the pixels from a rendertexture, pixelsRT, which has the format RenderTextureFormat.ARGBFloat public Color[]...
A shot in the dark really, but often crashes in the runtime happens because some materials you use is not included in the final build since Unity...
You can use a two sided material on the sphere.In HDRP/Lit there is a checkbox for double sided. For Lightweight render engine, there is a dropbox...
Bump
Thank you for your suggestion. I tried out the shader example in that link: float4 FullScreenPass(Varyings varyings) : SV_Target {...
Bump this, I also want to know how to get albedo/diffuse
Hm, but I get other buffers like normals and depth in the post processing...? So seems there are more buffers available, it is just super poorly...
Ah, yes, this is exactly what I started to do. But I could not figure out how to get Albedo this way, which is important for my denoiser. How can...
Thank you, this is useful. However, when setting Material Output to None, Debug Output to None and AOV Type To Depth Stencil, my rendertexture...
Anyone..?
Noone knows? Where is the documentation, seems we are just left to trial and error with HDRP.......?
Yes. You can use post processing for that.
I am writing a custom post processing volume shader for HDRP, and wonder how I can read the albedo? This from the official example shader:...