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SDSL uses preprocessor macros for platform specific code and other uses. It offers a similar user experience for both C# and SDSL.
Since macros can be defined through C# code and used by the prepro…
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First off great work, `wonnx` has been very easy to use and besides a few missing operators it "just works".
I'm in the optimization phase of building an app that does inference using `wonnx`. Whe…
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I tried to port it to UE4 material. But failed for unknown reason.
Then I am thinking if it can work in the similar node editor: ShaderGraph in Unity.
But still not luck.
It looks like the image be…
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The hokey `reference` stuff currently allows one to link one piece of the scene tree into another point. It'd be neater if the system just supported a proper DAG (directed acyclic graph). What I'd rea…
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Functions with a pole are not rendered correctly.
Like:
https://xr-graph.now.sh/?function=(pow(2,x)+3)/(pow(2,x+y)-9)&xMin=0&xMax=10&yMin=0&yMax=10
ToDo:
Check in shader after math operation, if resu…
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### Original issue opened by:
@njannink
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With the upcomming release of Apple VisionOs what will be the vision of MRTK for supporting this and the Apple Vision Pro.
Would love some insights to …
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Hi, thanks for providing this amazing tool. Unfortunately our team don't have much knowledge about HDRP and Shader, so I would like to know more regarding the setup.
What we'll like to do is when p…
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I did an initial test during Rebirth for using "Mask" textures within the MaterialController on the Custom Skater Body - which is essentially how EDS has their skater setup (from what we know).
These…
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### Increasing Access
There have been a number of requests related to the material system in p5, such as adding fog (https://github.com/processing/p5.js/issues/5878) or blend modes for ambient light …