Hello experts, I have implemented 3d guassian splating rendering through the CompositorServices framework, but I want to port it to the RealityKit framework. I am not sure whether RealityKit meets the requirements.
In order to port the code, I need to render a large number of instanced planes (it is necessary to support instantiated Mesh), and completely custom vertex shader and fragment shader code, including using instance_id and discarding pixels (Call the discard_fragment method).
Some Metal code snippets:
vertex ColorInOut splatVertexShader(uint vertexID [[vertex_id]],
uint instanceID [[instance_id]],
ushort amp_id [[amplification_id]],
constant Splat* splatArray [[ buffer(BufferIndexSplat) ]],
constant UniformsArray & uniformsArray [[ buffer(BufferIndexUniforms) ]],
constant int32_t* splatIndices [[ buffer(BufferIndexSplatIndex) ]])
{
// ... (do some calculations)
}
fragment half4 splatFragmentShader(ColorInOut in [[stage_in]])
{
// ...
if (/* a certain condition */) {
discard_fragment();
}
}
I have learned that CustomMaterial does not support vision, and Shader Graph does not support custom vertex/fragment shader code. I also noticed the LowLevelMesh interface, but I didn't find any sample code with custom shader code, so it's not clear whether it would be able to achieve what I need.
Can these requirements be met using reality?