In documentation, it says LOD crossfade is not supported, any ETA when this will be implemented
Or it is possible to implement by myself with custom shaders?
Looking at the code, it looks like the shaders already have support for it, and there’s already a material property component for it. So it is just a matter of writing the systems to update it inside the culling callbacks. That’s something Entities Graphics can’t do, but something I could with my refactor. I’ll add it to my short-term backlog.
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Could anyone @Unity comment on this? This feels like low-hanging fruit that the systems just need to set the unity_LODFade variable properly for our shaders to use.
It is actually a bit different than that. It needs to be set in the visible instances buffer as an snorm value. I do have LOD Crossfade working in my framework though if you want it.