I am mostly posting about WIP stuff, Unity and world recommendations.
About post (3/5) : Pixel shaders aren't performant in general, so if you can avoid executing it, you get better performance.
Option A (cutout) executes the pixel shader
Option B (vertex discard) doesn't
About post (3/5) : Pixel shaders aren't performant in general, so if you can avoid executing it, you get better performance.
Option A (cutout) executes the pixel shader
Option B (vertex discard) doesn't
What I just talked about can be found on page 74
What I just talked about can be found on page 74
Create a "Tile discard" shader that uses an instanced property "tileToKeep" property, and set it via MaterialPropertyBlock.
Here, every mesh is GPU instanced, and renders in a single draw call.
Create a "Tile discard" shader that uses an instanced property "tileToKeep" property, and set it via MaterialPropertyBlock.
Here, every mesh is GPU instanced, and renders in a single draw call.
Second image has a few benchmarks
Second image has a few benchmarks
The setup is basically a video player that gets rendered through the VRChat camera only
The setup is basically a video player that gets rendered through the VRChat camera only
(But the SDK is still in beta, things could change)
(But the SDK is still in beta, things could change)
Nice update! I can think off a few interesting use cases.
Nice update! I can think off a few interesting use cases.
The 300 character limit is pretty annoying, so I had to shorten some explanations...
The 300 character limit is pretty annoying, so I had to shorten some explanations...