On top of PR #59667 Besides much faster compilation time, we also get massive reduction of the size of build artifacts !!! That said UNITY_BUILD tend to be fragile. To debate if we want to enable t...
Simply extract the project to the folder and open the project using Unity. Spotlight Tunnel Project was made with Unity 2017.1.0f3 Opening this project in newer version of Unity will require lighting rebuild as there might be lighting data format incompatibility between versions. All asset provided...
Simply extract the project to the folder and open the project using Unity. Spotlight Tunnel Project was made with Unity 2017.1.0f3 Opening this project in newer version of Unity will require lighting rebuild as there might be lighting data format incompatibility between versions. All asset provided...
Chromatic Aberration, Grain and Vignette These are a post process effect to simulate artifacts from real life camera systems. To prevent these being abused, it is a good idea to understand how each of these occurred in real cameras. Chromatic Aberration or CA effect is a dispersion of colour...
/Applications/ucx is the default installation folder. Please check here for more details. You can also install a specific version by specifying it like @v0.13.2 - databricks labs install ucx@v0.13.2. [back to top] Installation resources The following resources are installed by UCX: Installed ...
Some images are prone to visual artifacts in the alpha channels of PVRT-compressed textures. In such cases, you might need to tweak the PVRT compression parameters directly in your imaging software. You can do that by installing thePVR export pluginor usingPVRTexToolfrom Imagination Tech, the cre...
The big difference between body parts and other content is that body parts need to be combined in a way that the seams wouldn ́t be visible. To handle this, it ́s important that the vertices along mesh seams share the same position and normal values to avoid lightning artifacts. ...
Normal-offset shadows to help reduce self-shadowing artifacts (“normal bias” setting on Light). Manually written shaders should use TRANSFER_SHADOW_CASTER_NORMALOFFSET in the vertex shader, which is similar to the old TRANSFER_SHADOW_CASTER but it requires v.normal to be present. ...
The big differencebetween body parts and other content is that body parts need to be combined ina way that the seams wouldn′t be visible. To handle this, it′s important thatthe vertices along mesh seams share the same position and normal values toavoid lightning artifacts. ...
As Pharan says 'Pillow shading' or the artifacts on the seem between the dudes hand / wrist look like they might be from the normal map, I'm getting the same thing with normal maps I've auto generated, basically the normal map saying they're a bump where there should be so you'll ...