guycalledfrank / bakery-issues

Bug tracker for Bakery
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Request: a vertex volume URP shader #54

Open laurentopia opened 3 years ago

laurentopia commented 3 years ago

3x 3d texture sampling is a bit much on the Switch. So what I'm suggesting is a vertex lit volume shader. Since it is not possible in shader graph to pass anything but normal to the fragment portion it would have to be a text hlsl.

guycalledfrank commented 3 years ago

A completely custom hlsl shader won't work with URP lighting (i.e. realtime). If you're OK with that, it's easy to implement, although a bit out of my project scope. Making it work with lighting is also possible, but unreliable, as it'll easily break as URP updates and changes something.

laurentopia commented 3 years ago

No realtime is fine, in fact thanks to your volume I make do with zero real time and dynamic shadows are all blob volumes. I think it can be done in shadergraph as a custom function? More reusable for everyone.

guycalledfrank commented 3 years ago

Volume logic is reusable, but graphs don't allow for per-vertex execution. If a totally "unlit" shader is OK, it's easy to do, will take a look.