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HDRP support (instructions) #5

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unitycoder opened this issue Mar 30, 2022 · 2 comments
Open

HDRP support (instructions) #5

unitycoder opened this issue Mar 30, 2022 · 2 comments
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documentation Improvements or additions to documentation

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@unitycoder
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unitycoder commented Mar 30, 2022

Currently it requires you to do few modifications: These instructions are for 2020.3.21f1 + HDRP 10.6.0

  • Open VelodyneViewer.cs
  • Add line:
    public static VelodyneViewer instance;
  • Add line (inside Awake() method)
    instance = this;
  • Project window Create/Rendering/C# Custom Pass (can name it as Custom Pass Velo, or anything else)
  • Open that custom pass script, Add lines (inside Execute method)
if (Velodyne.VelodyneViewer.instance == null) return;
ctx.cmd.DrawProcedural(Matrix4x4.identity, Velodyne.VelodyneViewer.instance.cloudMaterial, 0, MeshTopology.Points, Velodyne.VelodyneViewer.instance.points.Length);
  • Select Main Camera from hierarchy
  • Add component: "Custom Pass Volume"
  • Press + button for Custom Passes, select "Custom Pass Velo"
  • Hit play to test.
@unitycoder unitycoder added the documentation Improvements or additions to documentation label Mar 30, 2022
@unitycoder unitycoder changed the title HDRP support HDRP support (instructions) Mar 30, 2022
@unitycoder
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in the next update v1.2, there is optional unitypackage that can be used also. (instead of manually setting those up),
can toggle vfx or hdrp custom pass:
image

@unitycoder
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notes for v1.2 and later
https://github.com/unitycoder/VelodyneLidarViewer/wiki/HDRP

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