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Unityâs Scriptable Render Pipeline represents a great advance on the way that unity deals with graphics, giving more power to the users to customize the pipeline the way they want. I have started to use the Universal Render Pipeline (URP) recently and, despite all its advantages over the built-in pipeline, it still suffers of lack of documentation. I mean, you can find information of every functio
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In this tutorial weâll be learning how to use Custom Vertex Streams for particle systems in Unity. Vertex streams are set through a particle systemâs Renderer module and can be used to pass in additional per-particle data to a shader. The shader can then use this data to create a range of effects unique to each particle in the system â all processed on the GPU at blazing fast speeds. [IMAGE REMOVE
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You've probably run into terrain where the steep sides of a cliff have their texture stretched so much that it looks unrealistic. Maybe you have a procedurally generated world that you have no way to UV unwrap and texture. Tri-planar mapping provides an elegant technique to solve these issues and give you realistic textures from any angle or on any complex shape. Here you will learn about the tech
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