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atmosphericscattering's Issues

OpenVR issue on the lightshaft's part

Hi !
I'm using your volumetric light on many student project and it work like a charm, first i wan't to say thank you because i've learned a lot from your work (even if i don't understand all the structure) actually i'm working on a VR project, so i'm using openVR.
The thing to know is your first repo (volumetric light) work perfectly with openVR due to the matrix reprojection in the script, but i need to make a try with atmospheric's one because i'm buiding a meteo-systeme/day-night and atmospheric's lighshaft are perfect for a sun because they are occluded by the skybox.
The probleme is that I got werd black pixel drawed near geometries (maybe by one of the eyes of the camera), they don't move with the camera so it's really visible, even if the effect seem to work under certain point of view.
I'm not able to understand all you're code so i'm stucked, i've try to compare volumetric one to atmospheric one but i failed to get the VR "working" code part to atmospheric.

A possible hack for me would be a directionnal light from volumetric light's repo changed to not enlight the skybox (it can be easyer).

Thank you in advance to take some time to help me, best regard.

Shader is black

http://i.imgur.com/cIajww4.png

everything is setup properly, using u5.4.f3 shader looks like this
oh and when i open the project it says it was made in 5.3.4 you said in thread you made it work with 5.4 which is incorrect

Pink sky and errors

I'm using Unity 5.6.1 in macOS (OpenGL) and I get this:

captura de pantalla 2017-06-15 a las 3 19 26

Can we have a fix, please? I just discovered your project and can't wait to try it!

a question about raydir in skybox shader

float3 rayStart = _CameraPos;
float3 rayDir = normalize(mul((float3x3)unity_ObjectToWorld, i.vertex));

I think rayDir should be below code, is that right?
float3 rayDir = normalize(mul((float3x3)unity_ObjectToWorld, i.vertex) - rayStart )

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