Support for web #45
Replies: 3 comments
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Hi, thanks for your kind words. Happy to hear the package works for you. There is a specific reason why the algorithm does not run on WebGL: A Per-Pixel linked list requires |
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Thanks for the quick reply! |
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I've had some time to look at the currently available resources on WebGPU from Unity. It sounds like URP should be a good starting point, and to use Unity 6000.1 or newer. The manual states that RWStructuredBuffers are indeed supported. It does not mention RWByteAddressBuffer though, not sure if that could be problematic. Compute shader are supported as well. Hearing all this, I would be fairly confident that by now, with the experimental WebGPU backend, the package should work. I will see if I get some time to try it out myself. |
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First of all, thanks for this amazing project, it works like a charm!
I need it to work for either WebGL or WebGPU so badly. I know it is specified that it doesn't work for those targets but I would like to know why and see if there is something I can do. If it is just more work, it would be great to know the next steps and maybe me and other devs can research and try.
Also, if it is basically impossible because how the project is coded is not compatible with web. then what other alternatives would you suggest?
Thank you very much!
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