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Add debug view to show all animated material property paths.
Several small improvements to the generated shaders and mesh layouts reducing the amount of VRAM used by the optimized avatar.
Changes
Show original mesh paths in the _IsActiveMesh properties of merged materials.
Don't inject animated property arrays for merged material properties where none of the original meshes had that property animated.
Calculate min and max mesh id for each merged material and only add animated property arrays for that range.
Only add the animated property based on the used mesh indices for the merged material.
Interleave animated property arrays in cbuffer to reduce the required cbuffer size.
Pack original meshID & materialID into uv0.z instead of having them separate in uv0.z & uv0.w. Miniscule VRAM savings. (more)
Call Mesh.Optimize() on the merged mesh to reduce the amount of memory it takes up. (more)
Bug Fixes
Delete shader properties that start with _ShaderOptimizer from the optimized shader. This is to prevent Kaj shader optimizer from trying to optimize the shader again.
Fix RemoveIllegalComponents() being broken when the sdk was imported via VCC.
Change signaling value to NaN. This fixes animated properties interpolating the signal value weirdly.
Create optimized swap materials after merging materials instead of before so that Texture2DArray and animated properties are correctly set.
Deduplicate optimized swap materials with the optimized material that is already in the mesh renderer.
Fix vertex shader not passing along mesh id to the geometry shader if the mesh id is disabled.