Debug Tips¶
The overall workflow of this plugin can be separated into 3 parts:
- Particles Data Input
- Texture Generating
- Surface Shading
Here are some useful tips for users when using this plugin:
- On anything regarding Graphics Changes (e.g. Saving/Exiting Scene, Saving Shader…), the ComputeBuffer used to generate textures will be discarded.
- Under all situations, the first step to debug is to check if
ParticleSource
was assigned onSSF_TextureGenerator
- If assigned, toggle On
checkVisualize
ofSSF_TextureGenerator
and check TextureOutputs. - If there’s colored output on EyeSpaceNormalTex, then problems exist on the surface shading part.
- If none, it could be two possible reasons during Texture Generating:
ParticleSource
is not providing data properly.ComputeBuffer
is lost for some reasons (may due to scene saving and loading).
This first reason may due to users’ buggy coding.
To tackle down the second reason, you have to first reactive ParticleSource
, then reactive SSF_TextureGenerator
.
Note
Here, reactive means exactly Disable and then Enable