In Reality Composer Pro shader graph I don't see a way to select which uv or specify custom uvs to use to sample textures. Is there a method to do this?
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I am working on creating a "Volume" application in RealityKit for visionOS. I want to create a texture on the CPU that I can hook into a Material and modify. When I go to create the texture I get this error: Linear textures from shared buffers is not supported on this device
Here is the code:
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("unable to get metal device")
}
let textureDescriptor = MTLTextureDescriptor.textureBufferDescriptor(with: .r32Float, width: 64, resourceOptions: .storageModeShared, usage: .shaderRead)
let buffer = device.makeBuffer(length: 64 * 4)
return buffer?.makeTexture(descriptor: textureDescriptor, offset: 0, bytesPerRow: 64 * 4)
Is there support for Blend Shapes in RealityKit? I don't see controls for it in the API and the Blend Shapes that should be on my model aren't appearing in Reality Composer Pro