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I gave a talk about how I made Boston a short while ago. It covers only first part of the development and quite a bit came after that, but it...
Thanks for listening! How many bugs? Many. We started working on this demo way before HDRP was mature enough for a demo like this (by design,...
Heya! Just a quick note about light probes. TL;DR: yeap. ;) The tetrahedral mesh interpolation worked quite well in Shadowgun (2011, mobile),...
That's not quite correct. Direct contribution from the Sun and direct shadows are real-time. (That's what allows us to move it somewhat, change...
As I mentioned, more is coming on that front. In the meantime feel free to poke around in the code, this feature is really straightforward.
There were a few reasons, but the main one was that Enlighten focuses on delivering real-time GI in scenes, which have fairly clean geometry....
We have a few more blog posts planned and they should get a bit more technical in places. The Lighting Team might publish a blog post about...
We don't have a fix for this just yet, but here's the bug in the public issue tracker, so you can know in which Unity version it'll get fixed....
The Unity 5.1.1p2 patch release is available now! (If you were seeing pink objects/shaders fail to import in The Blacksmith packages, please...
Wow, that sounds incredibly annoying. @arvzg Have you tried importing any other asset store packages with 5.0 or 5.1? If not, could I maybe ask...
The issue is due to the shader preprocessor timing out on slower machines. We can't really fix it in the project, but we are getting a fix into...
Hey, this is a known issue. Right now legacy shaders and user surface shaders won't play nicely with directional lightmaps. Fix coming soon!
Ha, ha, thanks guys. :) I hope you'll like it. The truth is that we can't store the entire lighting environment per texel. Not even close. And...
Yes. :)
4.x directional lightmaps compared to the new "Directional" mode had a slightly higher shading cost and used as much texture memory.
I thought about an option on a light to force it to SH, but never did it. I might revisit it post-5.0. In the meantime you can use these examples...
Ok, thank you.
@Gwl 1) Unity 4 was using a very old style of directional lightmaps, which allowed for very imprecise specular. Light direction could never be...
Reflection probes' resolution is per object, at best. That means a specular highlight from a point light will travel with you as you go across a...
You are correct that there's no distinction in real life between specularity and reflectiveness. But in realtime graphics they're typically...