Still working on hair
Added 2019-02-13 22:01:02 +0000 UTCI have been struggling on the hair for a week now... I was able to create geometry for the hair even setting density with no problem... just for you to understand I just create extra vertices from hair guide strip segments in compute shader based on density, for any extra vertex I just use AppendStructureBuffers and I simply call Append(new vertex positon)... and its works pretty good... then I wanted to add uv-coordinates and normals using the same method (and applied a simple number ordered texture to see the result)... and this is happening:

then I figured it out...
Compute shaders are fast as hell because they using gpu parallel processing power and once I call append() the next process is not necessarily working on the same block, so normal and uv calculation could end up on a way different vertex....
What I have to do now is to setup a big buffer which contains vertex position,uv-s, and normals in the same structure so I can calculate them at the same time and call a single append to add them to the buffer. Now then there is a problem, that as I display the hair I'm using unity-s Drawprocedural method where I have to supply perfectly ordered triangle vertices to work..... so I have to do the calculation for vertex/normal/uv to a buffer than extract the vertex data and put them into a buffer which is capable of using Drawprocedural then feed the normal and uv data to a shader..... ahwww... coding nightmare :) but sure it will be done...Well I just wanted to know why Its taking soo long :) I'm hella want to release a build but this needs to be done! :)