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2019.4.6 -> 3.3.22 [SPOILER] Unfortunately "culling at a distance" bug is still here [SPOILER]
I'm also interested in further steps in optimization, such as combining prototypes in one batch (same mesh + texture arrays for different grasses...
Hi LouskRad I've just checked v1.2.0 and have some questions about gpu-performance \ draw calls I did frame analysis in RenderDoc for details...
\Assets\GPUInstancer\Resources\Compute\Include\Camera.compute you can try this simple trick // Test for distance culling dist =...
\Assets\GPUInstancer\Shaders\Include\GPUIStandardInclude.cginc line 53 try this one #if UNITY_VERSION > 201714 || UNITY_VERSION == 201730 ||...
Sounds good! Thank you, we will wait for this feature Ok, will try this way. The only disadvantage is that big grass tufts do not conforms the...
Hi LouskRad, We dont use map magic, but we also need optimization for "multiple terrain - multiple managers" case. Is it possible to use (or...
Yeah, RenderSettings.ambientProbe for general case will be cool!
+1 interesting to know how it works
In the real world grass albedo is about 0.25 (linear). Firstly, you can try "foliage" sRGB color from Macbeth ColorChecker for example (...
+1
It is even simpler, just FinalColor = lerp (fogCol, sceneColor, fogFac ); BUT only one thing is important - relative HDR Values of scene colors....
Hi Tomasz I wonder if it is possible to use Realtime GI for static geometry blend into static terrain seamlessly. For example we have terrain...