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Order-independent Transparency Implementation in Unity with Per-Pixel Linked Lists
The current implementation and graphics pipeline structure lead to a problem: A fixed per-pixel list length has to be set before rendering. That means if during render too many fragments...
This package should work with all official render pipelines: - [x] Built-in Render Pipeline - [ ] High Definition Render Pipeline - [ ] Universal Render Pipeline I tried this...
### Discussed in https://github.com/happy-turtle/oit-unity/discussions/27 Originally posted by **MrWilq** January 25, 2024 I followed the readme and can't get the OIT sample URP scene working. These are the steps I follow:...
This is an issue to track the setup of a CI/CD pipeline. Automatic package tests and build outputs would help a lot to ensure package stability and speed up the...
Create order-independent transparent lit shader for URP and HDRP
 After examining the issue, it turns out that the main cause is the failure to bind the new buffer to the clearStartOffsetBufferKernel after reallocating the buffer due to a...
This ensures the buffer is cleared after each camera render. Regarding #33
### I tried use this with URP, and it simply does not work... ``` public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get("Order Independent Transparency"); var...
The editor seems freeze and it can't play when I add the oit render feature, and there are small black blocks in the editor windows as shown below. 
Hi How can I make the HDRP Lit material to get at least albedo/difuse texture instead of/in addition to color?