oculus-samples / Unity-DepthAPI

Examples of using Depth API for real-time, dynamic occlusions
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Make subgraph switchable precision #37

Closed smitdylan2001 closed 5 months ago

smitdylan2001 commented 5 months ago

It would be good if the subgraph for urp has switchable precision. This uses single or half depending on in which shader it is used. This could give a small performance bump (and the hlsl code is already implemented I saw)

TudorJude commented 5 months ago

Hey smitdylan2001,

I believe that needs to run at full precision, otherwise we get some weird artifacts. If anything the half precision code in that hlsl file shouldn't have any place in there. I'll admit that before this subgraph, I hadn't ever touched shadergraph, so I took that code from some template. Will remove in a future commit.