Mistakes in unity vat3 graphs

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Hello I am currently rewriting VAT3 graphs to hlsl so I can use it in my custom SRP, but I am finding a lot of bugs, some of them are major, for example in SoftBodyDeformation_SSG:
- In we are decompresing normal from pos tex alpha but twice from sampler using "This frame UV" so basically result is lerp(a,a,interpolationAlpha) which is always end up as a (probably tex from next frame should be plugged instead)
- A lot usage x - floor(x) which in always frac(x)
- Sampling Surface Normal map is broken, tex is not connected in any way and we should use custom expression to transform normal map from tangent to object
- Code is hard to read, a lot can be collapsed into sub graphs for readability and flexibility.

In short I think you be reviewed again. If you want to discuss this or want see me suggestions for fixes pls contact me.
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