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I was curious if would be possible for you to add Single-pass instanced rendering support to this shader.
Some explanation is that VR applications need the image rendered in stereo. The older method is to use Multi-pass rendering, while Single-pass instanced has some more performance enhancements. This grass shader works great in the old multi-pass, just not Single-pass. It is still using the Build-in Render Pipeline, just needs some accommodations in the shader code.
With more basic shaders I have been able to go through the Unity documentation below and make the modifications myself, mostly just adding macros to the correct spots. However I am very much not a shader dev and have been finding it a challenge to make the correct changes to this one.
I'd be happy to toss you a tip/ko-fi for your efforts.
Interesting, I'll take a look at it! Can't guarantee that I can come with results, since I'm not a shader dev myself either XD
I'll let you know once I've made some progress or if I have some findings on the matter.
I was curious if would be possible for you to add Single-pass instanced rendering support to this shader.
Some explanation is that VR applications need the image rendered in stereo. The older method is to use Multi-pass rendering, while Single-pass instanced has some more performance enhancements. This grass shader works great in the old multi-pass, just not Single-pass. It is still using the Build-in Render Pipeline, just needs some accommodations in the shader code.
With more basic shaders I have been able to go through the Unity documentation below and make the modifications myself, mostly just adding macros to the correct spots. However I am very much not a shader dev and have been finding it a challenge to make the correct changes to this one.
I'd be happy to toss you a tip/ko-fi for your efforts.
Some documents on applying these changes to custom shaders
https://docs.unity3d.com/Manual/SinglePassInstancing.html
https://github.com/cnlohr/shadertrixx/tree/main?tab=readme-ov-file#add-instancing-support
https://github.com/cnlohr/shadertrixx/tree/main?tab=readme-ov-file#tessellation-shader-examples
More about Stereo rendering and how to test with MockHMD https://docs.unity3d.com/Manual/SinglePassStereoRendering.html
How the shader currently looks in Single-pass instanced, it is correct in the main eye (left) but not the right
![image](https://private-user-images.githubusercontent.com/81605232/312239310-930b6d24-9c9c-4896-9dde-92b70b9a2e9a.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjQyOTg5ODQsIm5iZiI6MTcyNDI5ODY4NCwicGF0aCI6Ii84MTYwNTIzMi8zMTIyMzkzMTAtOTMwYjZkMjQtOWM5Yy00ODk2LTlkZGUtOTJiNzBiOWEyZTlhLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MjIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODIyVDAzNTEyNFomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWE2ZjQ0MDljODk1ZmUxOWM1YzljMzFiYWI2ODBiNDJlMDY4YzQ3YTNkYmJkYzIxNzUzMWFiY2IzYmYyN2IyYjQmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.UCWCSdEWtHmj01iOTwQlJ329VXAabw5ObQ33Kam8T7o)
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