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View Code? Open in Web Editor NEWProject Kaya for mobile game platform
Project Kaya for mobile game platform
리플렉션에서도 디더링되는게 없어도 되지 않나 싶어 간단히 해결을 볼 수 있는 방법이 없을까 생각해보고 간단하게 떠오른 건 리플렉션을 RT에 그리기전에 껐다가 메인캠 렌더링 할때 키는건데요. 이렇게 사용해본적이 없어서 이래도 되는지는 잘 모르겠네요. 이렇게 써도 될까요? 사이드 이펙트나 성능저하가 생기진 않을런지... 괜찮으면 PR 넣겠습니다.
테스트 작업된 브랜치 : https://github.com/seonghwan-dev/ProjectKaya/tree/handle-dither
// 디더링 끄고 RT에 그리고 다시 켜기
if (!m_drawDithering && m_ditherRenderFeature != null)
{
m_ditherRenderFeature.SetActive(false);
}
UniversalRenderPipeline.RenderSingleCamera(context, _reflectionCamera); // render planar reflections
if (!m_drawDithering && m_ditherRenderFeature != null)
{
m_ditherRenderFeature.SetActive(true);
}
비포 | 애프터 |
---|---|
README에
git clone https://github.com/UnityKorea/ProjectKaya
명령어를 통해 인스톨 할 수 있도록 안내문구가 있다면 어떨까요?
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저장소 복제시 다음과 같은 메시지가 뜨면서 복제가 제대로 이루어지지 않았습니다.
포크해서 꼼수로 받긴 했는데, 계속 대역폭이 초과되면 LFS 지원이 비활성화 되는 이슈가 있는것으로 알고 있습니다.
https://docs.github.com/en/repositories/working-with-files/managing-large-files/about-storage-and-bandwidth-usage
저장소 운영에 문제가 없을지 문의 드립니다.
Assets/Scripts/UTK/ProjectKaya/SettingData.asset
스크립트가 삭제된 오브젝트가 존재합니다.
4b5a8a8 커밋에서 삭제된 스크립트로 보입니다.
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