Tom Winter
Tom Winter
Because of the extra work required to support these override masks (especially with transparencies) something I want to do as well (before this is ready for merge) is ensure that...
I've got a change that renames a bunch of stuff to make things clearer almost ready to go, but for some reason it's not working. Will try and get that...
Reading the Unity documentation, we don't need to check if async compute queues are supported because: https://docs.unity3d.com/ScriptReference/Graphics.ExecuteCommandBufferAsync.html ``` If the target platform does not support async compute queues then the...
Yes, so it turns out that the Unity documentation is out of date, reading this here: https://forum.unity.com/threads/async-compute-support-for-more-platforms.583540/ However, it is only supported on DX 12: ``` It definitely is DX12...
`SystemInfo.supportsAsyncCompute` returns false for me in DX12 and Vulkan in Unity on Windows, but then, *sighs* I get other log messages telling me that things are running asynchronously seperately. So,...
Thank you for the feedback! I'm personally keen to move over to Unity.Mathematics and NativeContainers by default for most of our API, but mainting backwards compatibility is important so it's...
@huwb maybe throw this sphere into one of the scenes with dynamic waves for a more comprehensive effect? :) Looks really nice! Thanks @knxrb!
I've added a couple of tests that should hopefully do the trick, one to check the case that should work and the other to test the case that should error.
Yeah - I haven't had the time to address those test issues for the the past while, but should hopefully be able to at the end of this week if...
Things should be fixed now! Ended up being something really simple, but only just had the time to get to it now.