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To confirm you refer as camera culling mask, the property that allows filtering rendering of game objects with specific layer (aka physics layer)...
Hey, You can give it a try https://docs.unity3d.com/ScriptReference/Graphics.DrawProceduralIndirect.html, but that will need shader that would...
Seems like duplicate of https://forum.unity.com/threads/fully-bursted-code-for-srp-urp-hdrp.1341929/#post-8475098
Hey, For 2022.2 we made improvement regarding RenderingLayers (There is really cool new changes...
Hey, that's is very hot question and thanks for asking. For long term, we have plan to have better shader variant prefiltering. Also we have many...
Good news finally backports landed. This includes 2022.2.0b10 and 2021.3.10f1.
For 2023.1.0a10 fixes landed. 2022.2 and 2021.3 is currently in the queue. Recently we experienced many changes in our internal process, that...
Hey, seems like it was a bit oversight as the bug fix refers to VFX decals, but as you see the problems is with ShaderPropertyId.screenSize in...
We are currently working on decal layers that should cover it
Yes, so there is currently a bug with fog and screen space, it will be fixed.
Default shadergraph is made as minimal for general purpose. You can easily create your own decal shadergraph and enable these options.
Yes, this is first step. We plan to have in future to do it based on which profiles are referenced in scene.
Thanks for feedback. Yes this is something we will look into in the future. Overall If I understood correctly you want SSAO variants in lit shader...
Shader Stripping Improvements in URP In recent years, URP has grown and introduced a lot of amazing features. This resulted in a huge amount of...
It depends on technique. Currently URP Decal system supports three techniques: DBuffer (Same technique like in HDRP) - will suffer from overdraw...
Yea I agree this would be good optimization, the only concern that this might require additional variant. Could you eleborate on this a bit more?...
Hey, so this difenently something we do not support fully yet. However you can override StencilDeferred.shader in you renderer with debug mode as...
We are going to have temp fix for this issue, where we will remove output texture when overlay camera is used....
Hey, could you open bug report and post the id here?
Good catch, I showed this to HDRP team and they will fix it.