microsoft / microsoft/MixedReality-GraphicsTools-Unity
More modularity in the Uber shader
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- Dominant language
- C#
- Stars
- 209
- Forks
- 49
- PR merge metrics
- No merged PRs in 30d
Description
Describe the problem
I'm trying to implement a custom shader (adds elevation contour lines) that also leverages the clipping primitive, and it seems harder than it should be. The Uber shader is a monolith of code.
Describe the solution you'd like
Consider breaking up the hlsl into modules. Perhaps even modules could be leveraged by custom functions in shader graph. (That use out parameters.)
I should be able to include a module or subgraph that will make my shader clip the same way as the Uber shader (for example).
Describe alternatives you've considered
Better support for shader graph in general. Either subgraphs and custom functions or both. #34
Additional context
Caveat is I am rather new to hlsl and unfamiliar with best practices. If performance suffers from breaking out the code, I'd be curious to know exactly how much.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the Uber shader and reviewing how its HLSL handles the clipping primitive. Compare that structure with the shader graph, subgraph, and custom-function possibilities mentioned in the issue. Done would mean a documented modular approach for reusing clipping behavior, with any performance impact evaluated.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- unity
- Domain
- computer-graphics
- Issue type
- Refactor
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100