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raytracedhardshadow's Issues

Unity's buffers

it would be great if you could pass unity's buffers like: "normal, albedo,..." in the shader "rthsShadowDXR.hlsl"

todo: Adaptive Sampling

adaptive sampling is a classic optimization method for raytracing & raymarching, yet it will be effective especially in our case (because the entropy of result image is almost always very low).

todo: GPU Skinning & Blendshape

SkinnedMeshRenderer.BakeMesh() always do skinning & blendshape on CPU. that means, very slow. if we can do it on GPU on plugin side, it will be a huge performance boost.
(but Cloth is no way other than BakeMesh())

Any plans for Mac support?

Hello! Sorry to add an issue to an old package, but this is really wonderful work. We were wondering if there we plans to support other platforms - OSX (metal) or mobile?
Thanks!

todo: Antialiasing

not required right now, but possibly needed near future.
shoot multiple rays near edges and average results?

todo: Alpha test

not required right now, but possibly needed near future. also, stencil and transparency should be considered.

misc todo & ideas

  • add an option to select objects for shadow caster/receiver independently
  • hit mask layer
  • object space skinning
  • handle drag & dropped scenes from Hierarchy
  • export to image functionality
  • debug functionality: timestamp
  • debug functionality: 'always update acceleration structures' mode
  • multiple command lists for deform & building BLAS (for potential parallelization)
  • use global root signature instead of local root signature
  • flip caster mesh faces option
  • ID3D12Device::SetStablePowerState()
  • handle dynamic Meshes
    • Alembic meshes, etc
  • faster BLAS update for baked meshes
    • for Cloth
  • use Lights' culling mask
  • use Cameras' culling mask
  • use MeshRenderer's shadow mode
  • use Lights' shadow settings
  • set light index to light alpha
  • bit mask output option
  • use CommandBuffers for precise draw order
    • actually not needed
  • (unity) global shader parameter to detect RTHS is used
  • normalize light intensity
  • debug view for adaptive sampling
  • optimal shadow ray offset

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