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vfx-graph-gs/TODO.md
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2026-03-22 11:21:33 +08:00

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 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

  • 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?