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I was poking around the advanced cubemap import settings and noticed a convolution type for irradiance maps. Where does this type get used in...
Only mobile.
So the top is with the ACES tonemapping on, but color grading off, the bottom with with both on. It's not washing it out, it's adding some very...
I am using iOS 9.2.1 on an iPad Air 2, Unity version 5.3.3p1 using OpenGLES3. HDR is enabled, and I have the new Bloom effect and the new...
Now that I'm looking through the code, I don't see anything that would be causing this issue... Unless iOS OpenGLES3 doesn't like passing a...
That's unfortunate. So far the new tone mapping and bloom loom great, but color grading doesn't work(even as a LUT).
Has anyone tried these on iOS yet? I'm getting some odd effects(makes everything look almost like liquid metal) with color grading on iOS.
It worked very well for Windows & WebGL, but PVRTC with an alpha channel adds too much noise to be used for normals.
Also, if you dig into the shader code it's very clearly sampled from "G" for those textures. I've taken to using my own packing methods with...
//int start = 0; //int end = 4; //half4 color1 = tex2D(_MainTex, i.uv[start]);...
I found a simple workaround for the blur shader problem in 5.3.2p2, I manually unrolled the for loop in the fragment shader and it works.
Can you post the shader code?
I tested it in a few other scenes, and it seems to fine for me. I am, however, not using lightprobes. That issue may be unrelated.
5.3.2p1 has seemed to fix my demo scene after clearing the GI cache. I'm going to try out on an actual project. Thanks!
The demo scene, change out the scene's skybox with any of the other skybox materials in project, and you'll see the issue.
https://drive.google.com/file/d/0ByfQD5vJ7q8obDlpNkQyMnBZbDA/view?usp=sharing
I submitted that bug with a demo project. I can upload that here, or a link to it at least.
I have not had the same problem with emissives. I have a scene with about 30 emissives objects which I capture a custom reflection probe, then...
Looks like it's made it in as a bug: http://issuetracker.unity3d.com/issues/ambient-yellow-tint-is-added-by-skybox
I've been running to a very strange problem recently, I am getting a lot of yellow ambient light in my GI. This is present in the default...