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Feature Request Access to SV_VertexID from shadergraph

Discussion in 'Shader Graph' started by KillHour, Jul 19, 2019.

  1. KillHour

    KillHour

    Joined:
    Oct 25, 2015
    Posts:
    22
    I've been working on modifying ShaderGraph to support rendering meshes created in compute shaders, and as far as I can tell, the only missing piece to allow me to do it with a custom function node is access to the vertex ID data so I can properly index the buffer. If this was exposed as a property, it would open up a ton of possibilities.
     
  2. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    205
    There's been a couple of questions about SV_VertexID in Shader Graph and they all go unanswered. I want to create a mesh animation via either Shader Graph or the Visual FX graph but I'm stuck because it appears you can't SV_VertexID in Shader Graph - and you can't draw specific triangles in the Visual FX graph.

    Out of the two - the former seems like the biggest oversight and should be the simplest to fix.

    Could the Unity team give an indication that they are aware of this feature request and some hint of whether it's likely to be addressed?
     
  3. MasoInar

    MasoInar

    Joined:
    Feb 20, 2014
    Posts:
    95
    I'm also waiting answer for this problem
     
    Mese96 and KillHour like this.