unity/Assets/UnityFBXExporter/FBXUnityMaterialGetter.cs (9 lines): - line 98: // TODO: Figure out if this property can be written to the FBX file - line 129: // TODO: Add option if it is a cutout - line 166: // TODO: Add these to the file based on their relation to the PBR files - line 201: // TODO: FBX import currently only supports Diffuse Color and Normal Map - line 286: // TODO - test out different reference names to get one that doesn't load a _MainTex when importing. - line 305: // TODO: If we don't copy the textures to a relative path, we must find a relative path to write down here - line 309: objectsSb.AppendLine("\t\tModelUVTranslation: 0,0"); // TODO: Figure out how to get the UV translation into here - line 310: objectsSb.AppendLine("\t\tModelUVScaling: 1,1"); // TODO: Figure out how to get the UV scaling into here - line 311: objectsSb.AppendLine("\t\tTexture_Alpha_Source: \"None\""); // TODO: Add alpha source here if the file is a cutout. unity/Assets/PostProcessingV2/Shaders/ACES.hlsl (7 lines): - line 244: // TODO: Optimize me - line 687: // TODO: Experiment - line 784: // TODO: Revisit when it is possible to deactivate Unity default framebuffer encoding - line 897: // TODO: Revisit when it is possible to deactivate Unity default framebuffer encoding - line 998: // TODO: Implement support for legal range. - line 1106: // TODO: Implement support for legal range. - line 1200: // TODO: Implement support for legal range. unity/Assets/UnityFBXExporter/FBXExporter.cs (4 lines): - line 62: // TODO: By calling refresh, it imports the model with the wrong materials, but we can't find the model to import without - line 238: sb.AppendLine("\t\tCount: 1"); // TODO figure out if this count matters - line 318: sb.AppendLine("\t\tCount: 1"); // TODO - this must be set by the number of items being placed. - line 364: sb.AppendLine("\t\tCount: 2"); // TODO - figure out if this texture number is important unity/Assets/PostProcessingV2/Runtime/Effects/DepthOfField.cs (4 lines): - line 39: // TODO: Look into minimum blur amount in the distance, right now it's lerped until a point - line 40: // TODO: Doesn't play nice with alpha propagation, see if it can be fixed without killing performances - line 65: // TODO: Should be set by a physical camera - line 112: // TODO: The CoCCalculation CoCTex uses RenderTextureReadWrite.Linear, why isn't this? unity/Assets/UnityFBXExporter/FBXUnityMeshGetter.cs (4 lines): - line 346: // TODO: Add UV2 Creation here - line 349: // TODO: Smoothing doesn't seem to do anything when importing. This maybe should be added. -KBH - line 385: // TODO: Optimize this search pattern - line 443: // TODO: Here we would add UV layer 1 for ambient occlusion UV file unity/Assets/PostProcessingV2/Runtime/PostProcessRenderContext.cs (3 lines): - line 107: // TODO: Change w/h name to texture w/h in order to make - line 157: // TODO: How to handle MSAA for XR in older versions? Query cam? - line 158: // TODO: Pass in vrUsage into the args unity/Assets/PostProcessingV2/Runtime/PostProcessLayer.cs (3 lines): - line 14: // TODO: XMLDoc everything (?) - line 315: // TODO: Investigate retaining command buffers on XR multi-pass right eye - line 584: // TODO: fix me once VR support is in SRP unity/Assets/PostProcessingV2/Runtime/Utils/RuntimeUtilities.cs (3 lines): - line 217: // TODO: Generalize the GetTemporaryRT and Blit commands in order to support - line 240: // TODO: Check for SPSR support at runtime - line 299: // TODO: Is there more proper way to determine this? What about SRPs? unity/Assets/PostProcessingV2/Runtime/Effects/MultiScaleVO.cs (2 lines): - line 6: // TODO: Fix VR support - line 309: // FIXME: should we support SAMPLE_EXHAUSTIVELY mode? unity/Assets/PostProcessingV2/Runtime/Effects/ColorGrading.cs (2 lines): - line 32: // TODO: Could use some refactoring, too much duplicated code here - line 210: // TODO: Use ShaderIDs for compute once the compatible APIs go in unity/Assets/PostProcessingV2/Runtime/Effects/TemporalAntialiasing.cs (2 lines): - line 113: // TODO: We'll probably need to isolate most of this for SRPs - line 204: // TODO: Account for different possible RenderViewportScale value from previous frame... unity/Assets/PostProcessingV2/Shaders/Builtins/AutoExposure.shader (1 line): - line 40: float prevExposure = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (0.5).xx).r; // TODO: Might change for single-pass unity/Assets/PostProcessingV2/Runtime/PostProcessVolume.cs (1 line): - line 155: // TODO: Look into a better volume previsualization system unity/Assets/PostProcessingV2/Runtime/PostProcessManager.cs (1 line): - line 9: // TODO: Deal with 2D volumes !