Nguyễn Đức Long
Nguyễn Đức Long
Hi, I'm appreciate your support. I think it will take a month or two for this SRP to be fully functional. So, stay tune, and watch out for breaking changes....
@Invertex > No need to copy data to/from CPU side. Can you elaborate more about the data that are copied from the CPU side? What kind of data are they?...
The [ScriptableRenderContext](https://docs.unity3d.com/2018.3/Documentation/ScriptReference/Experimental.Rendering.ScriptableRenderContext.html) does support stereo rendering with `StartMultiEye` and `StopMultiEye`. However, I'm not familiar with stereo rendering either. I can guide you to add this feature on the code, though,...
I will spend some time to research about this and will try to implement it in the next weekend.
I suppose it is because I didn't use Unity built-in helper `ComputeScreenPos` to calculate screen space position. This helper will take stereo rendering into account if it is enabled. You...
I calculate world space position from screen UV in here: https://github.com/Looooong/Unity-SRP-VXGI/blob/07124317643f0ccdc244c367a9b49745d7745269/Resources/VXGI/Shader/Lighting.shader#L25-L26 If the UV format changed, the world space position is affected as well. I suggest that you should follow...
My voxelization implementation is based on [this source](https://developer.nvidia.com/content/basics-gpu-voxelization), which provides a good insight on the subject matter. The thing about voxelization that it is just as simple as render object...
Btw, about the geometry shader performance, [your source](http://www.joshbarczak.com/blog/?p=667) was written back in 2015, which is quite old. The developers from the game Factorio (which I'm a fan of) [tested geometry...
Here are 2 problems: # 1. Double-memory because of input and output buffers Unity uses a list of vertex positions and a list of triangles to store Mesh data. The...
I think that it is pretty obvious that people don't discuss about it. The thing about this is that you have to move the data from the CPU memory to...