Points (point cloud) materials
See original GitHub issueAlthough primitives with mode POINTS
(point clouds) are loaded properly, the materials created (for URP, HDRP and BiRP) do not render points properly.
Points should be rendered as mentioned in the glTF spec.
Issue Analytics
- State:
- Created 2 years ago
- Comments:7 (7 by maintainers)
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Update: PR #495 brought the necessary API change to create material generators with point cloud material support!
Yes!
Thanks for the reference. Those won’t work on platforms without geometry shader support though. Also it’s just a solution for Unlit materials (glTF spec says full pbrMetallicRougness should work with points/lines as well).
True, if you use the shaders you proposed.
Step one would be to extend
IMaterialGenerator.GenerateMaterial
with a parameter that depicts the targeted mesh topology (or alternatively add aIMaterialGenerator.GeneratePointMaterial
). The respective MaterialGenerator can then pick another shader, based on platform. Now this is a bit impure, as primitive to material is a many-to-one relation (you could theoretically use a glTF material on both a triangluar primitive and a point primitive), but I’d ignore this special case. Its a rare corner-case and one can easily sail around it by not re-using materials in that way.I’ll schedule this API change, but not sure when/if I’ll find time to implement and test the shaders.