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[Solved] 3D texture rendering problem

Discussion in 'Shaders' started by Michal_, Jun 27, 2016.

  1. Michal_

    Michal_

    Joined:
    Jan 14, 2015
    Posts:
    365
    Hey guys,
    did anyone find a way how to render into 3d texture with floating point format?
    Here's what I tried already:
    1. Create Texture3D with float/half RGBA format and fill it manually with SetPixels. Not supported.
    2. Create 3d RenderTexture and render directly into it. I didn't find a way how to bind specific depth slice as a render target and SV_RenderTargetArrayIndex semantic doesn't work, so I can't use geometry shader to select depth slice either.
    3. Use RWTexture + Compute shader (didn't try it yet). I suppose that will work but I really want to avoid compute shader to make it work on Mac.
    Did I overlook something? Or does the above work for someone?
     
  2. neoshaman

    neoshaman

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    Feb 11, 2011
    Posts:
    6,460
    isn't it the same problem SEGI is facing, if yes it will come later to unity lol.
     
  3. Michal_

    Michal_

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    Jan 14, 2015
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    Had to google what SEGI is and it looks like it is limited by Apple and its inability to update OpenGL version on Mac. This is a different issues. Rendering into volume textures is with us for at least 10 years (even on Mac now). This one is on Unity.
     
  4. neoshaman

    neoshaman

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  5. Michal_

    Michal_

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    I see, that's the same problem I have. Thanks. At least is it official now. I somehow couldn't believe it isn't possible. I guess I'll stick to compute shaders then. I don't believe 5.4 will be stable anytime soon. I still remember 5.0 release
     
  6. neoshaman

    neoshaman

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  7. Michal_

    Michal_

    Joined:
    Jan 14, 2015
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    No, I don't care about the mip-mapping part. I just want to render into 3d texture and Aras said it is new in 5.4.