sbox-issues
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Issue with shader vertex offset and depth buffer
Describe the bug
When offsetting vertices in a shader, when you make a modification to that shader and save it, causing it to recompile, it seems to cause the renderer to start writing the depth of the triangles before they're offset, so the actual offset triangles' pixels get discarded once they pass through those incorrect depth values.
The issue goes away when you enter play mode.
To Reproduce
- Open minimal.scene
- Modify test.shdrgrph (drag any random property and save it to recompile)
- Look at the cube being weird
Expected behavior
The cube surfaces should not be getting discarded
Media/Files
Additional context
Windows 11 RTX 4070 Driver 32.0.15.6070