# TODO - [ ] Account for the fact that a larger minor axis "hardens" splat edges - Maybe shift the alpha gradient, or incorporate into shader - [ ] Rework SplatBinder system to collect all splat objects in the scene and combine their buffers - [ ] Write shader to calculate Gaussians at runtime - Texture lookups are slow on mobile - [ ] ~~Write shader that prevents pixel overdraw~~ - ~~Applies cumulative alpha,while drawing back to front, and writes to the Z-buffer after a certain threshold~~ - [ ] Optimize CalculateAxes.hlsl - [ ] Allow splat data buffers to be accessible by other VFX Graphs - [ ] Support SOGS format - [ ] Add exception reporting and handling for incomplete splat data - [ ] Add support for other PLY data types and endianness - [ ] Add support for ASCII PLY data - [ ] Fix the header parsing logic in SplatImporter.cs - [ ] Add more thorough checks in SplatDataBinder.cs # DONE - [x] Rewrite SH Array to use interleaved RGB rather than contiguous data per channel - [x] Switch to using ByteAddressBuffers instead of loops in CalculateSH.hlsl - Used StructuredBuffer\ instead # NOTES - Does VFX Graph calculate the Update and Render blocks before applying Z-test?