Nguyễn Đức Long
Nguyễn Đức Long
> It is interesting that [Unity Mac OpenGL](https://docs.unity3d.com/Manual/OpenGLCoreDetails.html) supports Geometry Shaders but not compute shaders, and [Unity Mac Metal](https://docs.unity3d.com/2019.1/Documentation/Manual/Metal.html) supports Compute Shaders but not Geometry Shaders. [This post](https://forum.unity.com/threads/move-vertices-geometry-shader-vs-compute-shader-aka-metal-does-not-have-geom-shader.519551/#post-3406554) saids that...
So, we will put this issue on hold. Meanwhile, are you interested in reviewing my PRs when I modify the code? In the future, I want to restructure the codebase...
Currently, here is my plan: + Make use of Constant Buffer to reduce the costs of draw call setup. + Implement shadow mapping for high priority lights for better quality....
I wish to improve the quality as much as I can before putting a version tag on it.
Ah yes, refraction, I almost forget about it. I implemented refraction before, it only works if light pass through a single layer of glass to the camera. Because the glass...
Yes, I already have Wikis enabled. About the plan, I will have it setup inside Github Project page. I will add you to the list of collaborators so you can...
I have just reorganized the file structure with minimal code modifications. Hope it doesn't affect you much. I didn't implement Toridial addressing. I have never heard of clipmap until now....
On the VXGI script in the inspector, you can enable "Visualize Mipmap" property to see where are those voxels at. You can then figure it out or post me a...
You can switch to wireframe mode in Unity to see if there are "tiny" triangles there.
My guess is that this is a precision error on the GPU side because of extreme steep surface (comparing at one point to another).