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2026-03-22 11:21:33 +08:00

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# 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\<float3\> instead
# NOTES
- Does VFX Graph calculate the Update and Render blocks before applying Z-test?