Comments (4)
Are you using the generated material with the RaymarchingRenderer
component? The line o.pos = v.vertex
means that the rectangle generated by that component at runtime will be rendered to (-1, -1)
~(+1, +1)
in screen space without any MVP matrix multiplication. So we don't expect to use UnityObjectToClipPos()
here. What settings (Unity version, rendering pipeline, scene settings) are you using?
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Yes, the generated material. This "cutout" effect is happening in the unity editor for me (editor camera and game camera), using legacy pipeline DX11, tweaking distance function of hexagon example and only changing it so Full Screen is On and Camera Inside Object True, made scale of Cube transform larger (30x30x30), Unity 2020.3.7f1.
from uraymarching.
If you just change the checkbox, the result will look like this:
If you want to see it in full screen, please use the RaymarchingRenderer
component as instructed in the documentation.
- https://github.com/hecomi/uRaymarching/blob/master/Documents/Legacy.md#fullscreen
(However, the hexagonal floor example is not suitable for full screen, since it needs to check the scale to clamp the floor)
If you are already using it, please give me a screenshot of your settings and results so that I can better identify the problem.
from uraymarching.
Ah, nice I had missed that, thank you :) Your screenshot is showing the issue I was having, I will switch to using using the quad
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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
- Cube map is black! HOT 3
- 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)
- 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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