IMP icon indicating copy to clipboard operation
IMP copied to clipboard

billboard imposter baking for Unity

Results 14 IMP issues
Sort by recently updated
recently updated
newest added

Platform does not support compute shaders UnityEngine.ComputeShader:Dispatch() ImposterBakeWindow:CaptureViews(Transform, BillboardImposter, Snapshots[], Transform, Shader, Shader, ComputeShader) (at Assets/Plugins/IMP/Editor/ImposterBakeWindow.cs:636) ImposterBakeWindow:Draw() (at Assets/Plugins/IMP/Editor/ImposterBakeWindow.cs:179) ImposterBakeWindow:OnGUI() (at Assets/Plugins/IMP/Editor/ImposterBakeWindow.cs:81) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Hi, I'm currently trying to implement this technique in my engine, and while trying to understand how it works, I've some trouble understanding this code: ``` //subtract from camera pos...

https://assetstore.unity.com/packages/tools/utilities/easy-imposter-128286 Look at the screenshots. The Baking interface is identical. Is this allowed?

Hello, IMP can definitely help to greatly improve the performance of my game. But I found it always create black pictures of *baked_ImposterBase.png and *baked_ImposterPack.png. I use IMP in Unity...

I see that dilation is done to the atlas, but why? What's the use of it? I didn't find anything related to dilation usage in the papers.

Would be good to have proper shadows from imposters, currently you can see that the imposter is attempting to cast & receive shadows when shadows enabled (renders unmodified flat quad)

The created imposter object can not be seen on iPhone X/Xs, but can be displayed normally on iPhone 6 and Unity player&editor.

This bug can't be clearly seen when you merge 3 nearest frames like what you're doing now at [here](https://github.com/xraxra/IMP/blob/a9391b46689001268550803f87d4930689c0976c/Assets/Plugins/IMP/Shaders/ImposterCommon.cginc#L341): > half3 frame0ray = FrameXYToRay(frame0, framesMinusOne.xx); > half3 frame1ray = FrameXYToRay(frame1,...

I'm assuming it is Compute Shader related, it might not be dividing up the thread groups in a good way at certain resolutions. Would like to revisit the bake code...