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Calculate the normalized position on the shader side #323

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mob-sakai opened this issue Mar 22, 2025 · 2 comments
Open

Calculate the normalized position on the shader side #323

mob-sakai opened this issue Mar 22, 2025 · 2 comments
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enhancement New feature or request

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@mob-sakai
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This will reduce the frequency of MeshModify being called.

@mob-sakai mob-sakai added the enhancement New feature or request label Mar 22, 2025
@mob-sakai mob-sakai self-assigned this Mar 22, 2025
@mob-sakai
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It's likely that by passing the custom root as a matrix to the shader, some calculations can be skipped.
Additionally, for gradients, creating a LUT (Lookup Table) would allow the effect to be expressed without adding extra vertices.

@mob-sakai
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  • It seems that the matrix obtained from unity_ObjectToWorld behaves differently when using RenderMode = ScreenSpaceOverlay.

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