Comments (3)
If you use RaymarchingRenderer
, please replace it with a large-scale cube which uses the same distance function (please refer to Mod World for VR
as an example or the No lighting with RaymarchingRenderer in forward path section in readme). RaymarchingRenderer
uses CommandBuffer
to render raymarched objects but this does not affect the camera created by RenderCubemapWizard
.
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thanks it works like charm I could make a cube map!
can you explain what you used to fix this issue because I have same issue in this shader:
https://github.com/Flafla2/Generic-Raymarch-Unity
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Generic-Raymarch-Unity uses ImageEffect to render raymarch objects. The cameras which create a cubemap doesn't use ImageEffect to get clear images (please think about that bloom or depth-of-field shouldn't be used for these images). On the other hand, The above method of uRaymarching uses just polygons to render raymarch objects. So cubemap cameras can see these objects.
To fix this problem in Generic-Raymarch-Unity, you have to customize the shader to use a full-screen quad mesh to render raymarched objects instead of ImageEffect.
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Related Issues (20)
- Properties in distance functions
- Switch serialization to "Force text".
- Unity 5.6.x support
- Raymarching objects become invisible in Mac
- Unable to Export HOT 1
- Unable to make Cubes subtraction HOT 6
- glitched Follow Object Scale HOT 6
- Rendering Mandelbulb black screen HOT 1
- How to remove some objects raymarching.
- Rendering issue in URP VR with Depth Texture enabled HOT 1
- Not working for Oculus Quest (Android)
- Fix "cutout" effect on full screen HOT 4
- Is this technique compatible with mobile platforms? HOT 3
- SRP Batcher & URP Usage HOT 2
- Trying to test but not sure if I did something wrong. HOT 2
- How to customize your own template HOT 1
- Rendering breaks when using forward rather than deferred HOT 4
- Stereoscopic VR rendering with RaymarchingRenderer HOT 4
- Metal Support HOT 1
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