Open gitunit opened 6 years ago
Thanks for the feature request. We'll be looking into 2018.1 support for next releases.
@gitunit There is a quick way to support the lightweight render pipeline. These changes works for me. In LightweightPipeline.cs#L513 replace
if (m_CurrCamera.clearFlags == CameraClearFlags.Skybox)
context.DrawSkybox(m_CurrCamera);
with
if (m_CurrCamera.clearFlags == CameraClearFlags.Skybox)
context.DrawSkybox(m_CurrCamera);
else if (m_CurrCamera.clearFlags == CameraClearFlags.Depth && m_CurrCamera.commandBufferCount > 0)
{
var commands = m_CurrCamera.GetCommandBuffers(CameraEvent.BeforeForwardOpaque);
foreach (var cmd in commands)
{
context.ExecuteCommandBuffer(cmd);
}
}
Let me know if this works for you.
Edit: for deferred rendering path, the event would be CameraEvent.BeforeGBuffer
, so maybe check commands with both events.
@iBicha it works. thx for the quick fix. edit: though now all foreground objects are transparent.
In LightweightPipeline.cs#L513 replace
the link isn't available now. Does anyone know the revision of the code?
Any news on this?
Any update on this? I switched from ARFoundation to ARCore for augmented images, but the lack of LWRP support is a bummer.
+1. I know Unity wants to funnel handheld mobile devs towards ARFoundation but ARCore currently has far superior remoting tools and having a clear pathway to using it w/LWRP would be extremely helpful.
Same question here: Is there any news on supporting LWRP when using ARCore?
Thanks a lot in advance.
in unity 2018.1b one can use the lightweight render pipeline. i was able to port the background shader, however it stayed black and only feature points were visualized. would be awesome if we had a working background shader that is compatible with the lightweight render pipeline.