Tag: Unity
All the articles with the tag "Unity".
There Are Two Clamps: Swap the Arguments and Only One Throws
Mathf.Clamp takes four lines to explain. The trouble is everything outside those four lines: what happens when you swap the bounds, when NaN arrives, and when you clamp an angle.
A Render Pipeline Is an Asset, and Built-In Is What's Left When the Field Is Empty
I read Unity's introduction to render pipelines. I had it filed as picking one of three, but following the docs it turns out Built-In isn't something you pick — it's what remains when you've assigned nothing.
Thirteen Built-In Shader Examples: The Further Down the List, the Less Ports to URP
Unity's thirteen official HLSL shader examples are all Built-In only. The first few port to URP by renaming things; from lighting onward it's a rewrite. I mapped them one by one — and found a line I got wrong in the previous post.
The Table on Unity's Custom Shaders Page Is a Fork, Not an Index
Unity's Custom shaders page has a separate row for URP and for the Built-In pipeline. That split is usually why shader code you find online won't even compile. Here's what actually differs on each branch, plus what's under the Troubleshooting row nobody clicks.