MatchaChoco010 / UnityHDRPPseudoFluidRendering

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Won't work in Unity 2020.1 #1

Open celeronpm opened 4 years ago

celeronpm commented 4 years ago

Any plans to upgrade this to latest unity. I would definitely pay for it if it was an asset!

MatchaChoco010 commented 4 years ago

Hey, celeronpm. First of all, thanks for liking my repository.

I'm busy at the moment so I'll try to do 2020.1 support if possible when I have time. But I don't have time in August. It will take some time to support it. And even if I upgrade, it won't work again with 2020.2, 2021.x, etc. after that. The reason for this is that I have modified HDRP itself, and the version of HDRP is tied to the version of Unity.

This repository was intended to be a technical demo, not a production-ready asset. It's difficult to keep up with the upgrades as I modify the HDRP itself. If you understand that difficulty and implement it yourself using my program as a guide, that's a good idea. However, this program is a technical demo and I can't guarantee how it will work if you incorporate it into a production as is, so I think you should not use it as is. I'm sorry I can't help you.

This program just applies bilateral filter to the depth of the particle, restores the position from the depth and writes it to G-Buffer. It shouldn't be too difficult to implement. I suggest you either try your best to implement it yourself or give up this repository.

Here's the URL for the blog post. It's in Japanese, but I hope you'll use Google Translate to read it. I hope it will help you to implement it. https://matcha-choco010.net/2019/09/28/unity-hdrp-custom-pseudo-fluid/

If you have any questions about implementation, please ask me and I'll try to answer them as best I can.