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If you use RaymarchingRenderer, please replace it with a large-scale cube which uses the same distance function (please refer to Mod World for VR as an example or the No lighting with RaymarchingRenderer in forward path section in readme). RaymarchingRenderer uses CommandBuffer to render raymarched objects but this does not affect the camera created by RenderCubemapWizard.
Generic-Raymarch-Unity uses ImageEffect to render raymarch objects. The cameras which create a cubemap doesn't use ImageEffect to get clear images (please think about that bloom or depth-of-field shouldn't be used for these images). On the other hand, The above method of uRaymarching uses just polygons to render raymarch objects. So cubemap cameras can see these objects.
To fix this problem in Generic-Raymarch-Unity, you have to customize the shader to use a full-screen quad mesh to render raymarched objects instead of ImageEffect.
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hecomi commentedon Mar 30, 2019
If you use
RaymarchingRenderer, please replace it with a large-scale cube which uses the same distance function (please refer toMod World for VRas an example or the No lighting with RaymarchingRenderer in forward path section in readme).RaymarchingRendererusesCommandBufferto render raymarched objects but this does not affect the camera created byRenderCubemapWizard.smkplus commentedon Apr 2, 2019
thanks it works like charm I could make a cube map!
can you explain what you used to fix this issue because I have same issue in this shader:
https://github.com/Flafla2/Generic-Raymarch-Unity
hecomi commentedon Apr 6, 2019
Generic-Raymarch-Unity uses ImageEffect to render raymarch objects. The cameras which create a cubemap doesn't use ImageEffect to get clear images (please think about that bloom or depth-of-field shouldn't be used for these images). On the other hand, The above method of uRaymarching uses just polygons to render raymarch objects. So cubemap cameras can see these objects.
To fix this problem in Generic-Raymarch-Unity, you have to customize the shader to use a full-screen quad mesh to render raymarched objects instead of ImageEffect.