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You can alternatively create a custom function and attach an hlsl file in which you declare your instancing buffer properties and in the function...
I am attempting to render to MRTs that are 2D texture arrays with 2 mipmaps with something like the following: public void Example () {...
I am attempting to write a multithreaded system for processing meshes and well it mostly works except I'm not seeing any performance gains over my...
I have a setup where I'm essentially rendering a custom geometry buffer via multiple render targets which works quite well except for one problem,...
Nevermind I figured it out, a few simple errors, the ray variable should not be negative in the line: float3 pos = cameraPos + (-ray) * depth; and...
Am I supposed to be doing a simple matrix multiplication somewhere? Everything seems to check out so I wouldn't think that it would be necessary.
After trying several methods that all had some sort of limitation or problem I found a method of reconstructing world positions from a depth...
I feel like what I'm trying to do is really simple but it seems undoable. I have a fragment shader and I want it to display a texture on the...
Well I simply trimmed that bit out, where I send the gbuffer to the shader where it's used. I tested the code above and nothing seems to be being...
All I am trying to do at the moment is mimic the functionality of the builtin depth texture with shader replacement. For the replacement shader...
Bump. I tried checking compiled surface shaders and the compiled depthtexturenormals replacement shader and found nothing that seemed to be...
If there's not a way to get the normals from a custom fragment shader into a DepthNormalsTexture then can someone let me know if I just need to...
I'm wondering how I can go about storing the normals from a fragment shader so that they are accessible when rendering a DepthNormals Texture. The...
How can I go about rendering into a 3D render texture with a fragment shader? Is there way to get the fragment shader to render for all layers of...
I am working on a procedural planet generator which generates six quads, that initially resemble a cube, but the vertices are then distorted so...
Bump.
I'm new to hash tables and priority queues, I've looked them up a bit and found that hash tables are somewhat similar to arrays, however my...
I have looked at that but had way more trouble implementing it into my game. :P The setup uses a 2D grid system of cells which are either...
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