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You're releasing the RenderTexture right after making it, before it's been used by anything. The release should happen at the end. Though if...
https://github.com/Cyanilux/BakeShader (You'll still need to use a modified texture that changes vertex position to UV positions, as explained on...
It depends if you need the edge of this "flashlight" to be soft or not, as it can be very simple if a hard edge is fine. For a hard edge, you can...
At its simplest, you just make the vert() method in your shader set its output vertex positions to be the UV position instead, if your model has...
No problem, glad it worked out! The issue there might be because your original depth write is LEqual (<=) based, but the comparison you're doing...
Hard to say. Your ZTest and ZWrite modes are correct... So the culprit may be in your setup of RT. It may not be getting a temporary RT that...
Yeah. I would still have ZTest enabled though so it will also compare against the existing depth buffer too. So either it gets culled early by...
You wouldn't really try to "detect" that it's an overdraw. You'd just always be rendering that command buffer when Transparent objects that need...
If you don't mind it writing to the existing depth buffer, then you can indeed just set ZWrite true in the shader for that. And ZTest LEqual to...
By default, the _MainTex in a regular shader, defined as sampler2D _MainTex; is going to be a float4 texture definition. You would instead need to...
It would help to be able to see the full code leading up to that part, it's hard to say with so little info.
You can try #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED instead as I see people having better luck with that. There's some discussion about it...
Would need to see the compute shader you're dispatching and the rest of the calls in that dispatch.... section. When debugging, it's usually not...
https://docs.unity3d.com/Manual/gpu-instancing-shader.html#instancing_options-switches So essentially, you're just avoiding defining your own...
Yeah that's a main use of the append buffer. You usually shouldn't need to be creating them constantly but just clearing their count value....
Also check the Console for any warnings or errors after the build finishes. Sometimes a shader can't compile for a target platform.
The bytes of your struct could certainly be stored in the texture pixels. And so as long as you know the stride of your data you can sample the...
Yes this is common in large world games especially. Having static "buckets" that you can manipulate data in to avoid frequently changing memory...
If you click "show generated code" on your shadergraph file, you can then scan it to see how it's computing depth.
Do a "find text in files" search using your IDE, and limit it to *.hlsl. Search for "struct InputData" for example. The thing is, this also...