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Hey, I just looked at it and indeed (even in the demo scene) the effect can look a bit blocky. It could be that the issue is because of the used...
Hey, I just tried a build and the effect does not seem to render on WebGL. I will investigate and let you know if I get it working :)
Update for this? I would like to refer to a package path when adding a uss file
Getting a similar issue. Any fix?
This worked for me, thanks!
I am rendering a camera to a render texture and displaying it as a background image using UI toolkit (the part inside of the blue border). [IMG]...
Yeah it works, I see the outline. This is with Opaque Texture and post processing turned off. Just errors in play mode. [ATTACH] and preview of...
I feel so dumb... It indeed was not enabled and the errors are now gone. Thank you!! Could use some better error handling by URP though, warning...
I have this scene setup with 2 cameras. They are both base cameras and use the same renderer. Camera 1 outputs to the screen while Camera 2...
This fixed it thanks
I have an editor tool where I can do this but so no way atm to control it for the auto-import process. For my use case it is not needed and the...
Took me a while to get this working well but finally I have a nice SDF importer which runs automatically :) Thanks for the help/input! [IMG]
+1 for this, pretty weird that there is no support
Updated to v1.3.0! [IMG] Reviews would be kindly appreciated :)
Hello, Thanks for reaching out! This is definitely possible. I will look into it this week and update the package. I'll keep you posted :) Alex
One more question: was there a reason you used a compute shader instead of a 'regular' shader?
Making a channel-packer editor tool using UTK and GraphView, still early but promising :) [IMG]
Sorry to necro but this solution with IEdgeConnectorListener only works to know if you dragged an edge from that specific port outward to...
Ah so your use case is also to generate sdfs? I still have to implement the actual compute shader but I have already done JFA in hlsl so it should...