Yes, this asset has been developed and tested in VR, and supports both multi-pass & single-pass rendering modes.ĭemo scenes like VR HVLP and VR Pen show you how to implement painting using Unity's XR system. Paint in 3D doesn't know how your shader is modifying this data, so any modifications the shader performs will result in a discrepancy between where the texture is painted, and where it actually maps to when rendered with your custom shader. The reason for these requirements is that Paint in 3D applies paint to your mesh using the mesh position and UV data. If you want to paint these kinds of shaders/materials and notice this offset, then I recommend adding some kind of effect to your object when it gets painted to disguise the offset (e.g. Minor modifications would include parallax mapping shaders, tessellated displacement, heat distortion, etc. Keep in mind that shaders that perform minor modifications to the position or UV data will still work, but the paint may appear slightly offset (depending on the magnitude of modification performed). no tiling or offset).ģ - The mesh positions shouldn't be modified in any significant way. uv, uv2, texcoord, texcoord2).Ģ - The mesh UV data shouldn't be modified in any significant way (e.g. Yes, Paint in 3D is compatible with almost all custom shaders/materials.ġ - The texture you want to paint must be sampled in your shader using the mesh UV data (e.g.
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