
Fake cubemaps in dx11 until a proper integration won’t come. This stores the sides of the cube in a volume texture. but you can stick together any spread of textures (with 6 slices). Then in shader you can sample the volume texture as it was really a cubetexture with a direction vector. thanks to tonfilm for the plane hit test and sebl for the VolumeQueue shader. contribution after i will tidy this up.
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