Taras
Taras
Here is how it looks  Transform handle is in pivot local position  Also, Gizmos don't account for selected split axes 
Is there a way to set renderers from the inspector?  I would like to control this. Sometimes not all child objects should be outlined. Sometimes renderers are not child...
To fix this I modified OutlinePass.cs at line ~106 ```c# cmd.SetRenderTarget(_renderer.cameraColorTarget, _renderer.cameraDepthTarget); // added line context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); ``` For such a small fix, I don't want to make a pull...
URP has a camera stacking feature that allows rendering additional objects on top of the Base camera. For example, this could be used for rendering FPS weapons that don't clip...
Would be cool to have native integration with Unity's localization package
Title. The problem is that depth texture produced by orthographic camera is linear, not exponential like in a perspective camera. Therefore, using `LinearEyeDepth` is not correct for orthographic camera. To...