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Intro
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Building off of #197, we'll want to add something akin to [`PointCloudShading` in CesiumJS](https://cesium.com/learn/cesiumjs/ref-doc/PointCloudShading.html) to Cesium for Unity. This wi…
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**Describe the bug**
I have set up a reactive graph with "source => memo 1 => memo 2" and "memo1, memo2 => effect". When I change the source, then the first memo gets recomputed, the effect gets upda…
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### Describe the project you are working on
Creating nodes quickly in the Visual Shader Graph.
### Describe the problem or limitation you are having in your project
Currently creating nodes in the …
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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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As an alternative to an automatic LOD generation for individual assets, could Imposters perhaps be implemented in their stead?
https://shaderbits.com/blog/octahedral-impostors/
With the advent…
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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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**[Original report](https://bitbucket.org/Unity-Technologies/assetbundlegraphtool/issue/79) by Li Ting Lee (Bitbucket: [leeliting82](https://bitbucket.org/leeliting82), GitHub: [leeliting82](https://g…
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MaterialX is an open standard for representing rich material and look-development content in computer graphics, enabling its platform-independent description and exchange across applications and rende…
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Using the 'Converting the Object-Space forward to World-Space' results in only 3 sides of the spite being viewed.
I am wondering where does Normalize connect too? Thanks!