Antoine Lelievre

Results 49 comments of Antoine Lelievre

Yeah, I'm aware that there is still plenty of improvement that can be done on the workflow but for now I'll move to another important task: polymorphic serialization support. So...

> Do you just look through the APIs, or is there some document somewhere for reference? I don't use GTF right now because it haven't been officially released (still a...

@hybridherbst well, I work at Unity so it's a bit easier to ask things like this for me ^^

Hello, sorry for the long delay. I think the issue you have is 'expected' because if I follow correctly the logic of your graph, without your `InitializeParameterNodes`, the parameter nodes...

Do you mean HDRP volumetric fog? If yes, then you need a specific format (Alpha8) and it's pretty bothersome to convert if you start from an RGBA 3D texture (other...

Hey, This will be pretty tricky to achieve in a custom pass. A simpler solution would be to write custom motion vectors in the ShaderGraph (this is available in more...

Hello, Yes, that should be possible by modifying the roughness parameter in the normal buffer to give a "wet" look. You can look at the `EncodeIntoNormalBuffer` function to write into...

Hello, which version of HDRP are you using? I tested with HDRP 11 and 12 and I didn't had any issues with dynamic res

Sorry I thought it was fixed since the issue on the unity reporter side was fixed, I'm going to check locally

@Tanshaydar the issue is related to the blur function we use, so the outline effect should not be concerned. Can you check that it's the case?