dkyeck
dkyeck
Please describe the desired feature/behaviour. **CrestFillMaskArtefacts** right now uses a lot of load texture instructions. Supporting images/mockups, or example reference videos are very helpful to communicate ideas. using a more...
the attached screen shot shows the heavy color bending i get from current subsurface lighting code. we already added a custom underwater blur which of course does not solve this....
right now occlusion is set to 0.0 if rendering back faces which kills all reflections when underwater - although we should have "total inner reflections" here. we simply hacked "CrestNodeOcclusion"...
**Describe the bug** we have a large island of 4x4km surrounded by a crest ocean. running around on the surface of the terrain we have noticed some really dramatic performance...
we are using crest in a really heavy scene (10.000+ objects). and noticed that OceanRenderer ->LateUpdate -> BuildAndExecute in this scenario may take between 3 - 6ms! i tracked it...
i would like subsurface scattering to be occluded by opaque geometry - like shown on the screen shot attached. here the submarine occludes the scattering (somehow). you may also notice...
_Writer.GetData looks pretty expensive. have you tried AsyncGPUReadback?