Open unitycoder opened 2 years ago
Unable to test due to using PointCloudViewerTilesDX11.CS instead of non-tiled version. Question though regarding the CustomRenderPassFeature Script.
Where do you load the data into the command buffer for it to "commandBuffer.DrawProcedural(); I dont see anywhere for the data to be loaded, let alone to be drawn.
ah ok, ill need to check on the tiles viewer. (le me know your unity/urp version also) that custompass feature, it uses data from my viewer, so its already loaded (and assigned to that cloudmaterial) and commandBuffer.DrawProcedural() is the method to actually draw.
Interesting. So the data is stored in the material? Since I do a lot procedurally, it always revolves around uploading it to Mesh.Vertices, Mesh.Colors etc. Guess it is a different way of thinking
URP 12.1.1/ Unity 2021.2.XX
ok then that script above might not work, ill check with that version.
Now first message contains steps for V3 format also. @Rickmc3280
using Unity 2019.4.25f1 + URP 7.7.1
temporary fix for URP+WorldSpace Canvas issue (point cloud get "stuck" inside canvas) You dont need to do this, if you don't have world space canvas. This is only for V1 (.bin) and V2 (.ucpc) formats.
public static PointCloudViewerDX11 instance;
Modify Awake() to:Using Unity 2020.3.21f1 + URP 10.6.0 + V3 (.pcroot) viewer
CustomRenderPassFeature .cs: