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#2 (URP v12 forward path) is my first preference. I generally prefer forward for support for semi-transparent objects and easier custom lighting....
Will it be possible (whether on initial release or as in a planned future release) to deform meshes that are extruded along a 3D curve? Tapering,...
Even if you have access to the source code (which I'm not sure you get with this asset), it's doubtful any Android device currently has the GPU...
This is not for runtime playing on a device. It's for offline rendering via the editor.
It's not very realistic to run any game at 4k on a 960, let alone one with real-time, dynamic GI.
I believe SH was proposed as a way to help address SEGI's current light leaking challenges, right? I'm assuming there are other potentially viable...
Thanks for the detailed explanation! No worries. I'm not in a rush. I realize the LWRP and SRPs in general are still very much in flux. Definitely...
Hi Jean, how difficult would it be to adapt your Standard PBS shader to use the height map for tessellation, rather than parallax mapping? I'd be...
You are a godsend to us runtime, procedural content hopefuls. :)
:) I think also something about how the number of emissives doesn't affect performance. Maybe. My memory is fuzzy on that one. Are you...
I seem to recall Sonic Ether saying that point lights weren't supported but emissive surfaces were, so you could essentially fake point lights...
Oh my goodness, SRP support and performance gains? Where have you been all our lives @Ninlilizi?!? :) Thanks so much for your hard work and...
Forward rendering also supports object transparency/translucency.
I know ECS is very much in flux right now, but are there plans to evolve GameFlow to accommodate that programming paradigm? I can grasp the high...
I think Nasos did improve the performance a good amount. He provided some comparison screenshots in his asset's thread a few weeks ago.
Yup, totally get it! I saw all of those placeholder pages and assumed it would be a ton of work for you. But in the end it will be super helpful...
@_xeleh_ will the website docs be updated at the same time the v1.0 goes live? I keep refreshing pages on the user guide there to see what I can...
I get it. Just that this thread and others about realtime GI have been about procedural, runtime scene geometry (even scenes that are mostly...
The new GPU lightmapper still can't be used at runtime though, right?
The OP could reduce development time drastically by using one of the several RPG-building assets currently in the asset store. I'm sure that idea...