I am looking to extend the GaussianSplattingMaterial with some custom uniforms and shader code. I tried to extend the material and then attach it to the mesh but it does not like that even if I make no changes to the class. There is a forceful way this could be done, but Id prefer something less invasive.
Any ideas?
Alternatively what would be a good way to clip points outside of a specific bounding box?
I was able to figure out a work around. It took a second because it seems as though GaussianSplatMesh.onBefore and onAfterRender observables are not triggering.
Good catch! Please open a PR, I’ll be happy to review it.
Shader injection should not be too difficult once you know where to inject. It’s a matter of adding preprocessors and setting them in the materials. But nothing is exposed yet for that.