zhuxudong
zhuxudong
**Describe the bug** - [ ] can't call v2f function outside vertex|frag in ShaderLab ```ts VertexShader = vert; FragmentShader = frag; v2f vert_internal(a2v v, float FUR_OFFSET){ v2f o; o.v_uv =...
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* Post Process Pipeline * command buffer * camera.HDR * Bloom * Tonemapping
比如:  
**Is your feature request related to a problem? Please describe.** I want change `isTransparent` in shaderlab by one macro or one variable. **Describe the solution you'd like** by macro: ```...
bloom effect will flickers frequently at certain angles
## 背景 * 1.3 版本只支持了 Bloom 和 Tonemapping 特效,内部实现还是用的 internal 方式。 * 1.4 需要开放后处理管线,方便用户灵活拓展后处理效果。 * 为了兼容以后的3D空间后处理(不同包围体下触发不同后处理效果),后处理职责需要归 Component 管理,挂到 Entity 下。 # Unity 调研 概要: * 通过 Renderer Feature 拓展全屏 Pass...
**Is your feature request related to a problem? Please describe.** glTF has plugin [KTX2](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_basisu) and [webp](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Vendor/EXT_texture_webp) should we support both of them, or recommend users to use KTX2 ? and...