hecomi

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Sorry for my late reply. As for Legacy -> URP, I think DistanceFunction can be ported as is, PostEffect needs to be modified a bit since the type of `PostEffectOutput`...

If you use `RaymarchingRenderer`, please replace it with a large-scale cube which uses the same distance function (please refer to `Mod World for VR` as an example or the *No...

Generic-Raymarch-Unity uses ImageEffect to render raymarch objects. The cameras which create a cubemap doesn't use ImageEffect to get clear images (please think about that bloom or depth-of-field shouldn't be used...

Sorry for my late reply. I'm not familiar with the raymarching to 3d texture now..., but I'll try to implement it referring some documents. I have an another project right...

Raymarching is a very heavy technique. To make it work well on mobile, the per-pixel load needs to be reduced. - Reduce the complexity of the formula - Reduce the...

1 fps seems too slow... It might be a good idea to connect Profiler to analyze to see if the graphics are really the cause. (For example, the FPS often...

Thanks for reporting the issue! I'll check the bug.

Are you using the generated material with the `RaymarchingRenderer` component? The line `o.pos = v.vertex` means that the rectangle generated by that component at runtime will be rendered to `(-1,...

If you just change the checkbox, the result will look like this: ![image](https://user-images.githubusercontent.com/493433/131240919-0336ef4c-2b3d-4815-821e-abe78217c744.png) If you want to see it in full screen, please use the `RaymarchingRenderer` component as instructed in...

Thank you for the great PR 👍 I tried running the changes you made with 2020.3.9f1, which was the version of Unity at the time I uploaded the project, but...