Cristian Qiu

Results 12 comments of Cristian Qiu

Hey, thanks for the feedback! I think this is mostly due to jitter more than anything else. The most important volume parameters to try to reduce flicker, other than the...

Thanks for the heads up. Turns out you are right, I tested it on the two projects I use for dev (2022.3.55f1 and 6000.0.32f1) and while in 2022 the main...

Adding info on this issue: It seems that when "Transparent Receive Shadows" checkbox is off in the asset, Unity adds a TransparentSettingsPass render pass (from Packages/com.unity.render-pipelines.universal/Runtime/Passes). This pass is executed...

The "fog glow" from your lights leaking through the walls is just what the issue is about: shadows are not being considered so the fog leaks through your (I supose...

If it did not fix it it means those lights were not casting shadows, for example because of the light setting or the URP asset setting. Anyway if it messed...

Hello, I'm glad you found the package useful ;). However, I have no plans to add WebGL support. I am currently working on my own videogame and barely have any...

Hello, just coming back before wrapping the year to share some info on WebGL support, as I reckon It'd be awesome to be able to use it on *some* jam...

For anyone really interested on WebGL, in the meantime, I went and tried out the new [WebGPU](https://discussions.unity.com/t/early-access-to-the-new-webgpu-backend/933493) support on Unity 6.1 (currently 6000.1.0a.9). Good news is that it seems to...

If it is too noisy try decreasing distance or increasing the max steps (or both). If I recall correctly a 1 : 2 ratio between distance (1) and max steps...

Hi, the warning should be harmless, _FORWARD_PLUS keyword was deprecated (replaced by _CLUSTER_LIGHT_LOOP in 6000.1.0 +) but Unity defines it in a deprecated file that is still included. If you...