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How to replicate:
1. Add PixelationFx to Universal Renderer Data
2. Create Volume, shouldn't matter if global or local
3. Add a Volume Profile
4. Add PixelationFx to the Volume Profile and
5. …
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## Summary
Design the API and relevant interfaces for a user to be able to build a render graph through code, and then write the code to implement the functionality in the engine.
## Current State…
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### Describe the project you are working on
A stealth sniper-game
### Describe the problem or limitation you are having in your project
As many game relies heavily on the post-processing stac…
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There are certain sets of nodes (ex: material nodes) that have the same edge requirements (ex: add a node edge to the main pass). By defining an autowire group and adding a node to that group, the amo…
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![image](https://github.com/akidevcat/UnityPackage-AnalyticalVolumetricLighting-Public/assets/71361736/8a7abe7b-fd2a-41ed-b0fe-4a4faaf87836)
![image](https://github.com/akidevcat/UnityPackage-Analyti…
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支持Unity6默认开启 RenderGraph的话,还要对pass脚本做些修改。一点建议:我的做法是在Volume基类自己封一个Blit方法,给各个子类调用,并且shader需要微调一下,添加Blit.hlsl引用,替换_PostSource为_BlitTexture等等。
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Native RenderPass shows black with NREs, and RenderGraph prints "RecordRenderGraph is not implemented"
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Most of pattern being used has been deprecated and does not work in compatibility mode. Is there any planned update to bring this to the latest URP or is there any direction so that we could port it o…
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Current MRTK cannot render passthrough on the new visionOS XR plugin from Unity [https://discussions.unity.com/t/feature-highlights-for-polyspatial-2-0-pre-release/1488495]
Is there a workaround, or …
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### Is your feature request related to a problem?
There's no real reason we need that `UniformBuffer` wrapper class. It just inherits from `GPUMemoryBuffer` and sets the buffer type. Why is there a w…