Hello!
I’m trying to achieve a non-PBR effect in PolySpatial with RealityKit.
I’ve got an unlit material and I can get most of what I want out of the shader except for lighting.
I want to only use the lighting from Unity (i.e. no real-world lighting from RealityKit). For anything other than shadows, the PolySpatial-specific lighting node seems to do a good job.
I’ve made some headway by rendering a camera to a texture every frame and effectively hacking the camera to only output the main light shadow map using a custom render pass, but that approach leaves quite a lot to be desired!
Having to do an entire camera render in order to get access to the SRP context is a bit of a pain. I considered trying to just use a command buffer, but I think that would necessitate actually writing culling code.
IIUC only allowing string custom functions means that uniforms can’t be declared in subgraphs. This means we have to repeat a lot of our shading parameters in the top level shader graph for each shader. I don’t think we can do matrix arrays in shader graph either - which URP uses for shadow cascades.
Has anyone else tried anything quite this wild? Is dynamic shadow-mapping something PolySpatial would support eventually? (I think the use-case is as general as any non-PBR lit material.)
Ricky,