![]() ![]() I am not double buffering the render texture and I am only using one texture. H2 Debugging: There’s no draw call for my shader anywhere in the frame. Here’s a hint through the frame debugger:Įditor Debugging: The draw call is shown in the frame of the paint shader being used and rendering to the screen. It’s very odd to me that this works in the Editor with the HoloLens but not in UWP application. Both the editor and the H2 are using Direct X 11 and this is being done in HLSL. screenshot: Hierarchy window and Scene view Press the editor play button, as shown in the preceding screenshot to start the 3. As for taking screenshots, there other ways to do this without RenderTextures, that will also include the UI in the screenshot too. To make it worse, it saves only black and blank image on my computer. But when I move the brush to a different position it’s just the same circle following to that position and not retaining the modified pixels that were supposed to be previously drawn. This function was added in Unity 2017.2 beta so this is the right time to file for a bug report from the Editor. What’s actually happening in the HoloLens 2: It creates a colored circle on the object of where the paintbrush is currently pointing at. Here’s what I mean by this:Įxpected behavior: wherever the paintbrush is point to on the object, modify the pixel radius based on the brush size given and RETAIN the modified pixels on the texture. ![]() Long story short, the shader script is correctly painting the objects in the scene when I run it in Play mode in the Unity editor.īut when I deploy it to the HoloLens 2 by building it out as a UWP application, it doesn’t “fully work”. The shader script takes in the hit point and modifies the render texture or the paintable object by turning the pixels Rex based on the hit point and brush size.Ī camera is spawned when the paint brush touches a paintable object and targets the render texture of the object. It paints on textures of any object that is “paintable” (this is done through a separate C# script that gets applied to all the objects that I want to be paintable in the scene) and inputting into the shader script. I’ve been writing a custom shader that takes in a ray-cast hit position (x, y, z) from an object in the scene that acts like a paint brush. ![]()
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