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HDRP any plans for revising DensityVolumeManager & supporting VFX graph seeded density volume / RTs?

Discussion in 'Graphics Experimental Previews' started by XRA, Nov 14, 2020.

  1. XRA


    Aug 26, 2010
    Was looking at the DensityVolumeManager and surprised it uses SetPixels to generate the atlas at runtime, are there any plans to just use a render target and a compute shader for maintaining the density atlas (blitting only what is needed as volumes get changed, could even do it when the camera moves updating the leading edge of pixels, etc)

    This could also then allow for VFX Graph particles to use a shader pass that fills a density volume RT, one that stays centered around the camera (so then particle alpha contributes to density). Also any chance of moving away from the odd Alpha8 to GraphicsFormat.R8 ?

    I've started implementing it on 9.x but dislike having to make modifications to HDRP due to maintaining it across major version changes, so wondering if this might already be in the works.