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10
votes

OpenGL support for AsyncGPUReadback

Graphics

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Nov 11, 2018

-

alabate

AsyncGPUReadback is a killer feature but not supported on OpenGL. Read more

10
votes

Property to get whether a Texture is linear or gamma

Graphics

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Nov 17, 2018

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heyx3

Seems strange to me that we can't tell whether a Texture2D is linear or not. I'm currently working on a graphics-related editor scri... Read more

0
votes

아이슬란드에서 인도까지 : 보호자를 후원하는 세계 공동체

Graphics

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Nov 25, 2018

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yuooilds

우리의 대화식지도는 Guardian 지지자들이있는 국가들과 왜 일부 사람들이 우리 사업에 자금을 지원하기로 결정했는지 보여줍니다. 2015 년 이후 Guardian 지지자의 수는 전 세계의 독자, 청취자 및 시청자를 포함하도록 증가... Read more

10
votes

Support array variants of Mesh.SetUVs

Graphics

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Nov 26, 2018

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timaidley_google

TL;DR: Support array variants of Mesh.SetUVs: Mesh.SetUVs(int channel, Vector2[] uvs) Mesh.SetUVs(int channel, Vector3[] uvs) ... Read more

1
votes

Bool setting to have particle movement only happen in editor and not in ...

Graphics

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Nov 29, 2018

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Jeff-Berry

So many of the particles I make are a nightmare to produce because they require a game object to be moving to see them in real time.... Read more

10
votes

Fix Frustum Culling to be Exact

Graphics

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Dec 06, 2018

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jjxtra

The internal frustum culling fails to cull large objects behind the camera, and OnWillRenderObject is sometimes called even when the... Read more

2
votes

Add custom render passes (DrawProcedural) to HDRP

Graphics

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Dec 16, 2018

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cecarlsen

Make it possible to use DrawProcedural and DrawProceduralIndirect with HDRP. In legacy rendering, CommandBuffers can be added to ... Read more

0
votes

Real Time Lighting Faked with Animated Shadow/Light Maps

Graphics

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Dec 19, 2018

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TrinityNeo

Normally you can get good real lighting through baking. You may already know baking, its kind of like texture mapping shadows and li... Read more

0
votes

Mesh.SetTriangles(), SetVertices(), etc with array and explicit size arg...

Graphics

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Dec 30, 2018

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randstr

TLDR: I propose we add Mesh.SetTriangles / SetVertices setters that take an array and a size argument, like so: Mesh::SetTriangl... Read more

1
votes

[Shuriken Particle] Callback plus Kill trigger condition

Graphics

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Dec 31, 2018

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ifurkend

Right now the available particle system Trigger conditions are "Callback", "Kill" and "Ignore". While I can use particles[i].remaini... Read more

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