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About to jump into Colibri VR and I'm met with indecision. I will be looking at implementing a test case into a URP project. This, however, leads me to a few questions:
Is Colibri VR compatible with all render pipelines (URP, HDRP, etc)
If not, then is the output able to be imported directly into a URP/HDRP project
else, is there a way we can implement this (say with shader graph) to allow us to implement ourself?
Kind regards
Aaron Munro
Greg de Dinechin
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Jun 24, 2020, 4:53:53 AM6/24/20
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Hi Aaron,
Thanks for your interest in the toolkit. I've just tested it with URP and unfortunately it does not seem very compatible :
Too many things break when trying it out, e.g. acquisition with perspective cameras does not work as expected (seems to work fine with omnidirectional ones though), and any rendering algorithm based on command buffers does not work correctly. The scripts probably won't raise errors: however, you will not obtain the expected behaviour. Therefore I would say that no, COLIBRI VR is not currently compatible with URP and HDRP.
Probably not. The main challenge would be to fix the ability to use command buffers for the view-dependent rendering algorithms, so as to be able to use the output from acquisition within a built-in RP project. If this works, we could spend some time on fixing acquisition within URP/HDRP projects.
I don't have much knowledge on shader graph, but yes, I expect that the algorithms could be implemented similarly using this interface. This is likely to take a little time, but it's a good idea to try re-implementing these methods yourself, to fully understand what is going on behind the scenes. For inspiration, you can find the full shader code used in the COLIBRI VR project on GitHub.
Sorry that I don't have better news. I hope you'll find a solution that works for your project! Kind regards,