unity3d-jp / raytracedhardshadow Goto Github PK
View Code? Open in Web Editor NEWDXR based raytraced hard shadow for Unity
License: Other
DXR based raytraced hard shadow for Unity
License: Other
not required right now, but possibly needed near future. also, stencil and transparency should be considered.
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).
not required right now, but possibly needed near future.
shoot multiple rays near edges and average results?
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())
if someone needs it.
if someone needs it.
it would be great if you could pass unity's buffers like: "normal, albedo,..." in the shader "rthsShadowDXR.hlsl"
use UIElements on Unity 2019.1 or newer.
if someone needs it.
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!
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