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ZED point cloud size control in shader

Open robot-Yang opened this issue 2 years ago • 3 comments

Preliminary Checks

  • [X] This issue is not a duplicate. Before opening a new issue, please search existing issues.
  • [X] This issue is not a question, bug report, or anything other than a feature request directly related to this project.

Proposal

I found this line: _Size("Size", Range(0.1,2)) = 0.1 in ZED_PointCloud.shader, but it does not really work to control the size, I am quite naive to this shader thing. Does anyone know how to implement the point cloud size control? Thanks!

Use-Case

Control point cloud size in Unity.

Anything else?

No response

robot-Yang avatar May 26 '22 15:05 robot-Yang

Hi,

You can change the size of the points when using the ZEDFusedPointCloudRenderer.cs script. The material used is called "Mat_ZED_FusedPC_Disk', you can take a lot how is it done.

Best, Benjamin Vallon

Bvallon-sl avatar Jun 13 '22 11:06 Bvallon-sl

Thanks for the information, I tried to modify the ZEDPointCloudMnager.cs and ZED_PointCloud.shader but I am quite new to shader and couldn't make it work, could you please show a more concrete code? I think this will be also helpful to many people.

For others' information, I tried to use Psize in ZED_PointCloud.shader, it is straightforward and works with OpenGL API, but zed-unity plugin doesn't work perfectly with OpenGL API, so I have to go back to Direct3D11, where Psize is not supported.

robot-Yang avatar Jun 17 '22 16:06 robot-Yang

This issue is stale because it has been open 30 days with no activity. Remove stale label or comment otherwise it will be automatically closed in 5 days

github-actions[bot] avatar Jul 18 '22 01:07 github-actions[bot]

This issue is stale because it has been open 30 days with no activity. Remove stale label or comment otherwise it will be automatically closed in 5 days

github-actions[bot] avatar Aug 18 '22 01:08 github-actions[bot]