Comments (4)
- open GaussianSplatHDRPPass.cs file
- Add
using GaussianSplatting.Runtime;
to the top - then can follow these steps to add volume and pass https://github.com/aras-p/UnityGaussianSplatting/blob/main/docs/render-pipeline-integration.md
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Thanks! I got it working.
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Closing this
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Sorry all, I was not testing HDRP/URP and accidentally added compile errors. Fixed now!
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Related Issues (20)
- IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 19. HOT 1
- IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 19. HOT 2
- splat render looks weird on vr HOT 1
- PLY import: support non-standard data ordering (e.g. scaniverse) HOT 8
- Rendering: non-standard projection matrix with non-full viewport does not render correctly HOT 2
- Question of Unity in MacOS HOT 4
- PLY vertex size mismatch,expected 248 but file has 236 HOT 1
- Sort not working on Android devices, Quest 3 and Lenovo A3 HOT 21
- Cannot find GaussianSplat in object hierarchy in Unity on macOS HOT 2
- Display anomaly in Iphone14 HOT 4
- How to edit Gaussian splats HOT 2
- Shader error in 'SplatUtilities': undeclared identifier 'WaveGetLaneCount' HOT 1
- Support for mobile device HOT 1
- How to export Gaussian Splats HOT 1
- PLY {filePath} read error: currently files larger than 2GB are not supported HOT 1
- Platforms: Does not work on Vision Pro Simulator HOT 1
- Rendering order issue HOT 1
- Scene size limit HOT 1
- Scene Freezes in Game Mode HOT 1
- Platform: Apple visionOS with Polyspatial / Shader compilation error HOT 1
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