fluid vertex animation shader not working with Universal Windows Platform
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- Fuzzinator1234
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I'm trying to use the vertex animation shader provided in the game dev tools, everything works perfectly in standard PC build but the instant I switch to Universal Windows Platform, everything gets really weird. the animations still happen but the model acts like its trying to animate around a square in the center. In the screenshot I have a “melt object” straight from Houdini that should be completely flat but this is the result. Does anyone have any ideas on how to fix this?
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- seelan
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- Fuzzinator1234
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- seelan
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- Fuzzinator1234
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- seelan
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Thanks for attaching the example. Looks like Unity is converting the texture from RGBA Half (16-bit per pixel) to RGBA 32-bit automatically when going from Standard PC build to UWP. The conversion is most likely losing the required data. Try re-exporting from the Vertex Animation Texture tool as TGA instead, with Export for Mobile turned on. Also make sure to set import settings such that power of 2 is none or disabled, wrap mode to repeat, filter mode to point, and compression to None.
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- Fuzzinator1234
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seelanv
Thanks for attaching the example. Looks like Unity is converting the texture from RGBA Half (16-bit per pixel) to RGBA 32-bit automatically when going from Standard PC build to UWP. The conversion is most likely losing the required data. Try re-exporting from the Vertex Animation Texture tool as TGA instead, with Export for Mobile turned on. Also make sure to set import settings such that power of 2 is none or disabled, wrap mode to repeat, filter mode to point, and compression to None.
I tried your suggestion and the result was better but it still doesnt look quite right.
Edited by Fuzzinator1234 - April 16, 2018 12:23:34
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- seelan
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- Fuzzinator1234
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- seelan
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- Fuzzinator1234
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