New answers tagged

0

My guess was right. I just had to pass in the MVP matrix with respect to my target camera. So in unity: void LateUpdate () { _TargetRenderer.sharedMaterial.SetMatrix("_MVPTargetCam", _TargetCam.projectionMatrix *_TargetCam.worldToCameraMatrix * _TargetRenderer.localToWorldMatrix); }


0

float, bool and int do not necessary line up for endian particularly for multiple items. Switching to int or float works in some of the examples listed here as its aligned between XMFLOAT3 items so are referenced correctly. However if you need to declare an array or several items in the structure for int, float (none XM types) then you will likely find ...


0

This technique consists of three main steps. 1.) Render your light source only, but occluded by the scene geometry to a black texture. This could be done by rendering the light source against the scene's depth-stencil buffer and performing depth-tests or stencil tests to only keep visibe pixels of the light source. 2.) You need to perform a radial blur ...


0

It would seem the only way to do this is to have the vertex colours correspond to a particular material (which wouldn't work as materials are set per face not per vertex) or completely re-write the FBX importer to take materials into account As far as I can tell it's otherwise impossible



Top 50 recent answers are included