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New Mesh Sampling Node - extra UVs are Vector2 not Vector3 or Vector4

Discussion in 'Visual Effect Graph' started by andybak, Jan 8, 2021.

  1. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    569
    This means I'm going to have to use twice as many uv channels to pack in the data I need. Is there any way to get access to the other 2 vector components?

    (While we're talking about mesh sampling - I was really hoping to be able to randomly sample anywhere on the triangle. Without any index information this is impossible. Compared to point cache baking this feature feels little half-baked.

    Looks like I'm going to have to go back to packing my data into Texture2D...)
     
  2. PaulDemeulenaere

    PaulDemeulenaere

    Unity Technologies

    Joined:
    Sep 29, 2016
    Posts:
    154
    Hello,
    We are aware of these limitations and it will be substantially improved with the Skinned Mesh Sampling feature which we expect to land soon.
    This feature will not only add the support of sampling vertices among skinned mesh but also add topology (to sample anywhere on the triangle) and TexCoord fetches up to the fourth dimension.
    Additionally, the vertex color format is limited to a Color32 attribute for now, we will allow the sampling from a Color (Float32).
     
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