Is there anything functionally equivalent in RealityComposer shader graph? I am rendering a cellular automata that double buffers a texture, where the output texture of one frame becomes the input texture of the next frame. This implies either
custom [[visible]] void myShader(realitykit::surface_parameters params) { }
circular reference in the shader node graph that can flip textures per frame
callout to a Compositor.Layer renderer
Topic:
Graphics & Games
SubTopic:
General
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