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Help; Required To Port SEGI to HD SRP #24
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plz up up ! |
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Yes please, this would be a great addition to our work in HD SRP also. |
Bump! It's been awhile and I'm really excited to use HD SRP, but don't want to leave SEGI behind! |
I think we are going to have to port it ourselves |
Did anyone tried to port it? Any success? |
A fully real time voxel based system for URP based on SEGI is now available in the asset store, LUMINA GI: Voxel Based Global Illumination. The system is made to work directly with Sky Master ULTIMATE URP Ethereal Volumetric Lighting system, for a complete atmospheric scattering and lighting simulation. |
dat price tho |
Hi, can contact in my Discord for current offers on this - https://discord.gg/X6fX6J5 |
Hey,
With the HD SRP around the corner and having checked it out myself. Unity is moving closer to photorealism. and closer to Unreal like graphics .
And our current project is making heavy use of SEGI . I opneded up the SEGI and shader script. It seemed pretty straight forward at first. But I am having trouble to see where you are acessing Unity Standard shader "_MainTex,_Albedo" and what not
I was wondering if you could provide us on an insight on how I could go around port in to HD SRP
Just some API example wher I can modify the texture being sampled and maybe the render Passes
Thanks a ton :)
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