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Sometimes it works, but in this simple example it always doesn't work, and it works on 5.6.0f3. Open the testScene in the project and you can see...
Before updating to 2017, we used an alternative way of doing post effects: 1. in OnPreRender, assign a render texture to camera. 2. in...
My problem happens when the entire project is set to linear, which was what we are working on currently. It is kind of a simple bug, but blocks a...
[ATTACH] Here is a simple test: the shader used for the two white bar has an instruction of clip(_Color.a - i.uv.x), which means the length of...
In Linear mode, when animating an color value in Animation Window. The alpha value now will be "Converted" to linear value like RGB values when...
OK, I found it. The occlusion is actually included in the main light color of forward base pass. And it fades automatically to full direct light...
Hi, I our project we use all custom shaders and encountered a problem after upgrade to 5.6. In 5.5 and earlier versions, light probes are used to...
I think the Unity team considered too much on this issue. Generally we don't need very precise and scientific projection of shadows on transparent...
You can check the frame debugger to see if there's a "UpdateDepthTexture" part. Basically if unity decides that it can not directly fetch the...
Bug submitted. Case no. is 776143. A simple animation on particle system was used to demonstrate the issue.
Hi, I was trying to add more animation of material property to a particle system by setting material property blocks. The weird thing is: when...
Hi, I'm recently trying to improve the reflection quality of my game. The idea is: force encode texture to RGBM in mobile platforms and force...
As far as I can tell after recent months of working with 5.3, the conclusion is that the performance bottle neck is not "traditional" performance...
The bake time will vary depending on your scene and the cache status. Unity 5 will first construct all the enlighten data (light transport paths,...
We have similar problems with 5.3.1p3,everything is fine in editor. But on ios or android, animation using euler curves will report NaN values if...
Ok I found solution. It turns out that Material.CopyPropertiesFromMaterial will copy the render queue value as well. So all the alpha blend...
I am working on reducing alpha test objects in out game. My method is to use alpha blended material when objects fade into LOD levels. But when it...
First of all, in order for PBR to work correctly, you have to work in linear mode. In gamma mode, the 55,55,55 specular does give every object a...
It's not a bug, it's the nature of the metallic/specular workflows. In metallic workflow, the shader calculates the specular color from albedo...
I think I misunderstood the reason and result: it is the "UpdateDepthTexture" thing causing unity to choose screen space shadows, not the other...