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Provide English Translation
Hi.
This is awesome job, but we need to understand what it does, please provide english translation in README-en.md or in the main readme file.
Thanks.
Unity 4.5 doesn't work with OpenVR
The Raymarcher stopped working in Unity 5.4 with OpenVR.
The left and right eye are rendering differently. It works on Oculus but not Vive.
Could be related to this unity 5.4 release note:
Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
Substraction shader issue
Hello Seiya,
We have used Unity 2019 and we have got some issue in subtraction shader for that please check this image
, if we will see through SubOp then we will see the behind the SDunitychan_SubReceiver model but if we will add another model SD_unitychan_SubReceiver behind one model then it shows the grey color and but it wrong, it should be shown in real color, please check this image
. but we are thinking it will occur by depth. Please give me a solution to this issue.
MPGP GPU particles disappear after some time
Reproduce:
- Run the TestParticleLight scene.
- Wait for some extended period of time (2 to 10 minutes depends on machine performance)
- The mesh particles will gradually disappear; only their tails and lights remain.
Tested on Unity 5.4f1, Windows 10
Translate readme to english
Could you please write the readme of this project on english?
Thanks!
Mosaic Field apparently occluding important parts of japanese media.
Seems the Mosaic Field has been inappropriately used in japan to occlude important parts of japanese media.
MandelBox Projection matrix incorrect for VR
I know there was a previously closed issue for OpenVR.... but I would like to get some help on this if possible... willing to compensate with $ if needed. This issue:
Using a mandelbox, the left and right eyes in VR are not getting the correct images. I suspect it is something to do with the projection matrix being incorrect. I've tried correcting it myself with no luck. Setting FOVzoom to a higher value will get parts of the fractal up close to the camera closer to correct (say a fovzoom of 3-5) but nothing I can seem to do gets it correct at all distances. Any ideas?
Metaballs don't work on iOS or UWP
Update?
Any plan to update this for 2017.1?
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