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@eddietree There is no change at all by moving the sliders or enabling the features (on HDRP, works fine on Standard).
@eddietree Thanks for the quick support. I can't seem to make Specular and Refraction works on HDRP though, on Standard it works as expected.
Indeed I have looked to the HDRP shader directly and saw that I missed some keywords to enable which the Editor set automatically if there was a...
Got the same problem. Did you resolve your issue ?
I need a HDRP/ShaderGraph version, is it possible ?
@SubPixelPerfect Thanks for the explanation. Wouldn't I have the same problem storing the forces of the affectors into the voxels when one body...
I'm actually trying to do something pretty close to the example but yes with many affectors and many rigidbodies. I can't seem to quite understand...
Well of course it's a simple matter if I'm doing everything by iterations, but then I'm losing a ton of performance if I'm not maximizing...
@steveeHavok That is... extremely similar to what I'm trying to do. That will teach me not to look at every folder in the repository, I only saw...
Hi there, I've got a scenario where I can't seem to take advantage of ECS and Jobs. There is about 10.000 rigidbody on the floor. I've got 100...
Not that I know of, it must be done per shader. I've actually replaced your shader code into one of mine that was using a 4.5 target, even though...
You are looking at the surface shader example, use the one below that which use vertex/fragment functions instead like yours, they use #if...
I've tried your code and I don't have any problem with it. I've used the line v.vertex = mul(UNITY_MATRIX_VP, float4(meshVertices[vId], 1)); and...
In there any estimation as to when MCS will be upgraded to the HDRP ? It would be great if in that update you put the source code instead of the...
You just discarded half of my post though... Unless I am missing something I still can't use custom buffers and use them in a code-node script or...
I'm still waiting for custom HDRP shaders before transitioning to the SRP. At least a way to generate an empty shader from the Shader Graph and we...
I'm kinda worried that no infos about surface-like shaders and instanced indirect support has been provided, is it even worked upon ? Tons of...
Bump. Any infos on indirect instancing and surface shader alternative for HDRP ?
Pretty nice start. There is gonna be a huge improvement by using a spatial partitioning (like the boid ECS sample) to only check nearby colliders...
@avvie Your bottleneck is still at the CPU. The current version of the MeshInstanceRendererSystem is quite slow and is waiting for some changes in...