V-Sekai / unity-mesh-deform-direct-delta-mush

Real-time mesh skinning with DDM implemented in Unity
BSD 2-Clause "Simplified" License
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HDRP #5

Open LazingInTheHaze opened 4 months ago

LazingInTheHaze commented 4 months ago

Hi. I'm trying to use your project with HDRP pipeline. If I attach the DDMSkinnedMeshGPUVar0 component to my model all seems to work fine (except for a Debub Assertion, see details below) but in the scene the model mesh is not drawn. I think this is due to the deformed mesh using a material not compatible with HDRP. How can I convert it, if possible? Thanks

Assertion details: Assertion failed UnityEngine.Debug:Assert (bool) DDMSkinnedMeshGPUVar0:InitBase () (at Assets/_POC/Direct Delta Mush/Scripts/DirectDeltaMush/DDMSkinnedMeshGPUVar0.cs:383) DDMSkinnedMeshGPUVar0:Start () (at Assets/_POC/Direct Delta Mush/Scripts/DirectDeltaMush/DDMSkinnedMeshGPUVar0.cs:623)

fire commented 1 month ago

Sorry I missed your message. I'm not sure, I wanted to investigate a godot engine port.

fire commented 1 month ago

I upgraded to Unity 2022.3.22f1. My first idea is to look at https://github.com/V-Sekai/unity-mesh-deform-direct-delta-mush/tree/main/MeshDeformUnity/Assets/Shaders/DuctTapeToStandard