1.2 KiB
1.2 KiB
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 overdrawApplies 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
- Rewrite SH Array to use interleaved RGB rather than contiguous data per channel
- 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?