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I was overlaying cameras on each other in the SRP so, in order to make it work in URP, I just had to Stack them properly link to documentation


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Depending on what you mean by "Intensity", here are a couple of options: // This gives you the multiplier applied to the colour, // assuming the source colour had its greatest component set to 1 static float GetEmissionMultiplier(Material mat) { var colour = mat.GetColor("_EmissionColor"); return Mathf.Max(colour.r, ...


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In interview, Ian Andrew, founder of Incentive Software, designer and co-creator of Freescape along side his brother Chris, said: Each element was held within a bounding box which enabled the z-order to be completed with one check rather than the thousands involved for each pixel. And Chris used a unique sorting system which really enabled the game to ...


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There are three basic approaches to this problem. Render Less This includes techniques that allow you to skip rendering polygons that are not visible, while maintaining a high polygon count for those that are visible. It might include backface culling, frustum culling, visibility culling; LOD techniques might also fit here. Render More Efficiently Batching ...


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This is related to portal rendering. Typically this kind of effect is implemented with the stencil buffer. You render each "viewport" on the shape's surface with a material that sets the stencil buffer to a specific value, but doesn't write to the z-buffer. Each face uses its own distinct value. Then you render the contents of each view, using a ...


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There are many ways to project sphere to rectangle, as you can see in this video. Basic idea is simple: Build screen-sized lookup texture that maps screen coordinates to cube map coordinates, according to selected projection function (and it's parameters). Needs to be done once. Render scene to a cube map. Using a fragment shader, combine the two to project ...


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This is actually a solved problem from shadowmapping point lights; you do multiple renderings instead of just a single rendering. So you can think of a render-to-cubemap as rendering with both horizontal and vertical FOV of 360 degrees, for example.


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Oculus implements a feature called Asynchronous Time Warp, where if a new rendered simulation state is not available when it's time to present a new frame to the user, the previous rendering is re-projected using the latest head tracking information, to minimize the apparent judder. This is not quite the scenario you describe, but it is a situation in which ...


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You can try using QueryInterface with IID_IDirect3DDevice9Ex to see if the D3D9 device is really a D3D9 EX device in disguise.


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To answer my own question: On the PostProcessLayer component, there is a "Keep Alpha" checkbox that needs to be checked to avoid the transparency issues. When reading the description of that check box, I got the impression that when enabled, it would essentially "enable alpha," which is why I kept it unchecked until now. It appears to ...


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Turns out the issue was that a constant that represented the keyword was updated to have two keywords instead of just one. In effect, we were doing: material.EnableKeyword("_DETAIL_MULX2 _NORMALMAP"); Instead of: material.EnableKeyword("_NORMALMAP"); material.EnableKeyword("_DETAIL_MULX2"); Both _NORMALMAP and _DETAIL_MULX2 ...


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The key difference between realtime and offline rendering is how much of a time budget you have to render a frame. A realtime rendering situation needs to get everything done in a fraction of a second so it can keep up with user input (if there is any (eg. Demoscene productions are real-time rendered but rarely interactive)). If 25fps is the minimum to be ...


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