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org.mixedrealitytoolkit.input/Visualizers/RiggedHandVisualizer/README.md

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# FAQ
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## Why are there three different shaders + materials for the rigged hand?
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URP doesn't support multipass shaders, unfortunately! So we have to split the three passes
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It's a model that we've had internally for a while (since the early days of MRTK!) It's been
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re-rigged and painted with the correct vertex colors for MRTK3.
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## I want hands with a different shader/color/material/model/etc!
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## I want hands with a different shader/color/material/model/etc
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Great! You can build your own hand model prefab with your own custom mesh or materials, and
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still use the RiggedHandMeshVisualizer.cs script. The script expects joints/armatures in the
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default Blender format, following OpenXR joint conventions.
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default Blender format, following OpenXR joint conventions.

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