Closed PeppeDK closed 5 years ago
we have no plan to do it. what is your use case?
I would like to calculate specular effect for lights on rths, and to do it i need to get normals. I'd like to read le normal through unity buffers rather than through the vertices of the 3d model. If u think its not important, can u anyway just help me to pass textures from unity to rths? and read these on "rthsShadowDXR.hlsl"?.
Thanks, and congratulations for your job.
this plugin's purpose is just rendering hard shadows (mainly on legacy render pipeline). all the others are beyond the scope. I recommend you to use Unity 2019.3 (beta) + HDRP. it supports raytracing. if you are really willing to fork and modify this plugin, Texture.GetNativeTexturePtr() will be your best friend.
it would be great if you could pass unity's buffers like: "normal, albedo,..." in the shader "rthsShadowDXR.hlsl"