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Change/UX: no more custom "create asset" window; just drop your gaussian splat .ply file into the unity project. Now this uses a custom ply importer to create all data.
In addition to built-in render pipeline, both URP and HDRP render pipelines should now work too.
URP: add GaussianSplatURPFeature to the URP renderer settings.
HDRP: add CustomPass volume object and a GaussianSplatHDRPPass entry to it. Maybe also set injection
point to "after postprocess" to stop auto-exposure from going wild.
Multiple gaussian splat objects in the scene now interact better. Previously they were rendered in arbitrary order, making one of them be wrongly "in front" of another. Now the rendering is not correct if they overlap a lot, but at least they are roughly in correct order.
Change: removed DX11 support; on Windows this now requires DX12 or Vulkan.
Size: slightly more compact per-chunk info in the generated asset data, saved some size especially at low quality levels.