Comments (1)
Hey, thanks for reaching out - unfortunately, writing custom shaders for HPSXRP is fairly complicated compared to the built in render pipeline (or URP or HDRP for that matter). In the future I'd love to design ways for users to more easily author their own shaders that are compatible with HPSXRP, but for now, this is outside of the scope of the project.
from com.hauntedpsx.render-pipelines.psx.
Related Issues (20)
- Any way to get a camera to ignore light sources when rendering? HOT 1
- Bilinear Filtering upscale option
- Particles using materials with Texture Filter Mode set to "N64" display incorrectly HOT 2
- Canvas order is not considered for non-Overlay legacy Canvas UI HOT 4
- Add License HOT 1
- Static Skinned Mesh Renderer does not receive or cast shadows in shadowmask HOT 1
- PSXRenderPipelineLighting::PushDynamicLightingParameters() incorrectly culls lights based on GameObject layer HOT 3
- README discord invite is invalid. HOT 2
- Render Texture doesnt have any transparency HOT 2
- Scanlines only rendered when game resolution height is greater than (rasterization res. height x 2) HOT 1
- System.ArgumentException: Kernel 'CSMain0' not found. HOT 5
- error CS1501: No overload for method 'SetReferenceSize' takes 3 arguments
- Error regarding importing the asset! HOT 2
- Is it possible to change the skybox with this plugin? HOT 1
- Apple Silicon support HOT 2
- Gameobject Flicker Issue (Material) HOT 3
- No rendering and errors in console despite reinstall, restart, and creation of global volumes with PSX quality enabled. HOT 3
- Pink textures in a build. HOT 2
- Single-pass instancing and XR Plug-in HOT 1
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from com.hauntedpsx.render-pipelines.psx.