28 lines
1.2 KiB
Markdown
28 lines
1.2 KiB
Markdown
# TODO
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- [ ] Account for the fact that a larger minor axis "hardens" splat edges
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- Maybe shift the alpha gradient, or incorporate into shader
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- [ ] Rework SplatBinder system to collect all splat objects in the scene and
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combine their buffers
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- [ ] Write shader to calculate Gaussians at runtime
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- Texture lookups are slow on mobile
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- [ ] ~~Write shader that prevents pixel overdraw~~
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- ~~Applies cumulative alpha,while drawing back to front, and writes to the
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Z-buffer after a certain threshold~~
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- [ ] Optimize CalculateAxes.hlsl
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- [ ] Allow splat data buffers to be accessible by other VFX Graphs
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- [ ] Support SOGS format
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- [ ] Add exception reporting and handling for incomplete splat data
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- [ ] Add support for other PLY data types and endianness
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- [ ] Add support for ASCII PLY data
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- [ ] Fix the header parsing logic in SplatImporter.cs
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- [ ] Add more thorough checks in SplatDataBinder.cs
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# DONE
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- [x] Rewrite SH Array to use interleaved RGB rather than contiguous data per
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channel
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- [x] Switch to using ByteAddressBuffers instead of loops in CalculateSH.hlsl
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- Used StructuredBuffer\<float3\> instead
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# NOTES
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- Does VFX Graph calculate the Update and Render blocks before applying Z-test?
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