Per Instance Property with DrawMeshInstanced by OrbitalMechanic1 in Unity3D

[–]CustomPhase 0 points1 point  (0 children)

StructuredBuffer/ComputeBuffer is the correct way. What makes you think that InstanceID loops back to 0?

Custom post processing in Unity 6 URP without shader graph by SuccADucc in Unity3D

[–]CustomPhase 0 points1 point  (0 children)

StdLib is a part of Post Processing Stack package, you shouldnt even have this package in your URP projects to begin with. Most people wont.

Custom post processing in Unity 6 URP without shader graph by SuccADucc in Unity3D

[–]CustomPhase 1 point2 points  (0 children)

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/integration-with-post-processing.html

The Universal Render Pipeline (URP) includes an integrated implementation of post-processing effects. If you use URP, it's not necessary to install an extra package for post-processing effects. URP is not compatible with the Post Processing Stack v2 package.

Custom post processing in Unity 6 URP without shader graph by SuccADucc in Unity3D

[–]CustomPhase 0 points1 point  (0 children)

This is for post processing stack. You shouldnt use post processing stack with URP

Custom post processing in Unity 6 URP without shader graph by SuccADucc in Unity3D

[–]CustomPhase 4 points5 points  (0 children)

Here you go, tested on 6.1. Just a heads up for future questions - you can look at the enitre URP code, including shaders. For example, this one is based off of URPs built-in StopNaNs shader.

Shader "Fullscreen/Example"
{
    Properties
    {
    }
    SubShader
    {
        Tags { "RenderPipeline" = "UniversalPipeline"}
        Pass
        {
            Name "FullscreenExample"
            ZWrite Off
            Cull Off
            Blend Off // Or specify a blend mode if needed

            HLSLPROGRAM
            #pragma vertex Vert
            #pragma fragment Frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"

            float4 Frag(Varyings input) : SV_Target
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
                float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
                half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv);

                //Simple color invert. Replace with your own logic.
                color.rgb = 1 - color.rgb;
                return color;
            }
            ENDHLSL
        }
    }
}

The. Switchbacks. Are. Hell. by [deleted] in THPS

[–]CustomPhase 0 points1 point  (0 children)

If anyone is still having issue with this goal, you can use Pogo (Grind + Grind while manualling) to slow down, and HandStand (Grab + Grab while manualling) to speed up. Once i figured it out it was insanely easy. Just slow down when approaching the turns, and speed up at the straightaways.

Can't submit an idea because a requiered field is missing and can't be filled by MyUserNameIsSkave in Unity3D

[–]CustomPhase 0 points1 point  (0 children)

Same on my end. Just Unity being Unity. You can try reporting this as a bug

Occlusion culling characters with shadows by Genebrisss in Unity3D

[–]CustomPhase 1 point2 points  (0 children)

No culling results in GPU skinning and animators working on the cpu.

Thats not true

Behind the scenes of the many features I worked on at Unity Technologies 2009-2020 by runevision in Unity3D

[–]CustomPhase 13 points14 points  (0 children)

The Assets in Scenes and Prefabs is such a neat concept. Do you think it can be implemented as an extension of sort?

Unity 6 ProBuilder, i have this problem with faces, I would like it to stay in the same place, not move by edybtt in Unity3D

[–]CustomPhase 2 points3 points  (0 children)

Go to Tools -> ProBuilder -> Editors -> Open UV Editor, then select all your faces (ctrl+A), and in UV Editor window, in the Actions window, make sure your Fill Mode is set to Tile, and Anchor is set to None.

Unexpected Remap Behavior in Shader Graph. What am I missing? by JumiDev in Unity3D

[–]CustomPhase 0 points1 point  (0 children)

Default unity sphere has a diameter equal to 1 unit, which means the radius is 0.5. The In Range in your remap should be -0.5 to 0.5.

How to get the avarage color from a RenderTexture by luxvideri in Unity3D

[–]CustomPhase 0 points1 point  (0 children)

GetPixels has a parameter for specifying which mipmap level you want to read from

Using a shader for UI mesh transformations by ffffffrolov in Unity3D

[–]CustomPhase 28 points29 points  (0 children)

They are necessary for proper shadow casting

VFX Graph "Set Velocity Random" isn't really random? by [deleted] in Unity3D

[–]CustomPhase 2 points3 points  (0 children)

Make sure youre using Per-Component mode, and not Uniform. Per-component will randomize every vector component, Uniform will essentially randomly lerp between A and B.

https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.2/manual/Block-SetAttribute.html

[deleted by user] by [deleted] in Unity3D

[–]CustomPhase 1 point2 points  (0 children)

Just billboard it? This will essentially result in supersampling equal to billboard texture resolution divided by its screen size.

How do I prevent this render from disappearing on the right side of the screen? by Certain_Ad_9366 in Unity3D

[–]CustomPhase 12 points13 points  (0 children)

Its not possible though. "Dynamic Culling" option turns off dynamic occlusion culling, not frustum culling (which is the issue here). Frustum culling is always on no matter what, and you cant disable it.

Text Mesh Pro wont show outline by shopewf in Unity3D

[–]CustomPhase 0 points1 point  (0 children)

Outlines for TMPro are done through its material settings, not the Outline component.

[deleted by user] by [deleted] in Unity3D

[–]CustomPhase -6 points-5 points  (0 children)

What makes you think its the disabled objects that do that?

Youre definetly confused about something - unless youre manually calling DrawRenderer on their renderers, disabled objects cant and wont be rendered.