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34
votes

Support index buffer for Graphics.DrawProcedural

Graphics

-

Jun 25, 2017

-

ZiZoN

Graphics.DrawProcedural is useful function. But not support index buffer. It cause not good performance. We can wrap indexing by u... Read more

25
votes

Use the Bounds box provided by MeshRenderer.additionalVertexStreams for ...

Graphics

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Aug 31, 2017

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Rodolphito

As of right now, modifying a Mesh's vertices with the new additionalVertexStreams is kind of useless for large deformations, because... Read more

62
votes

Read/Write Mesh on Background Thread

Graphics

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Jan 01, 2017

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jjxtra

Please provide a way to read/write to the Mesh class on a background thread. For large, complex meshes, significant time is spent se... Read more

93
votes

Request for foliage shader with SSS, translucency and AO

Graphics

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Oct 15, 2016

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twda

What is really missing is a good foliage shader for realistic nature. It should contain SSS and AO. I also plead for putting it... Read more

15
votes

Option to add custom camera to single pass pipeline

Graphics

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Jan 18, 2018

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AndersMalmgren

Over the years Unity have perfected their single pass pipeline, and now with the upcoming instanced mode the overhead of stereoscopi... Read more

1148
votes

Double precision for Worldspace and Objects and Vector / Math 64bit

Graphics

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Jun 01, 2015

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NV3 Developer

Double precision should be the next step for larger terrain, maps, world object positioning. For sure the Vector-double and Math-dou... Read more

96
votes

Physically Correct Light Falloff (Inverse Square Law)

Graphics

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Jul 06, 2016

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LukaKotar

Light in the real world fades over distance accordingly to the inverse square law (the same way sound does). https://en.wikipedia.or... Read more

30
votes

Support SteamVR + OpenGL on Windows

Graphics

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Apr 03, 2017

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warpedspace

At the moment, Unity does not support SteamVR in conjunction with the OpenGL backend, although SteamVR itself has support. This e.g.... Read more

173
votes

Remove Point Light Near Plane Constraint of 0.1

Graphics

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Feb 15, 2016

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mirts

Since Unity 5.3, there is a constraint of 0.1 for the Near Plane of a Point Light. That breaks some shadow effects that were possibl... Read more

495
votes

Global Illumination: Distributed LAN lighting builds

Graphics

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Jun 29, 2015

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HeliosDoubleSix

Polish the Hackweek X project on distributing lighting builds (precompute/baking) across machines on a LAN. The aim is to make a sys... Read more

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