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GRL OIT support #15966
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GRL OIT support #15966
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/15966/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/15966/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/15966/merge#BCU1XR#0 |
Visualization tests for WebGPU (Experimental) |
WebGL2 visualization test reporter: |
@Popov72 Hello! Is this as simpke as changing the EDIT: Test PG: |
It's a bit more involved:
Also, the PG test link is for WebGL, whereas you only updated the WGSL shaders, so it doesn't show your changes. Another thing is that there's a "Cannot add an uniform after UBO has been created. uniformName=viewProjection" error with this link. It probably doesn't come from your PR, but it should be fixed nonetheless. |
Since the GRL material is a material plugin are those two additional steps really needed? Isn't OIT handled by the standard and pbr material base shaders? |
No, it's not needed, but I think |
Yes, it is a On the other hand since the |
Yes, in that case you don't have to modify Regarding the plugin, you should inject your code in With this change, instead of #ifdef PBR
#define grlFinalColor finalColor
#else
#define grlFinalColor color
#endif and use |
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