Huw Bowles
Huw Bowles
Can you grab a GPU capture? If so you could compare the pipeline state when it draws LOD0 vs LOD1 tiles. Maybe the depth buffer is not bound, or maybe...
Additionally it might be worth commenting out some things for the ocean shader to see if you can find an area of the code that causes it. Suggestions: * https://github.com/crest-ocean/crest/blob/master/crest/Assets/Crest/Crest/Shaders/Ocean.shader#L297...
Really solid work. Code looks all good to me. I tried it out and seems to work well from initial experiments. Could you push the tiling fail case? You could...
It may be because the light is set to Auto and unity is deciding to make it a pixel light. If i set the red light to be "Not Important"...
Thanks for the above, I'm trying to wrap my head around things. I think that Unity will move lights between vertex and pixel depending on number of lights, importance, maybe...
Worth noting as well that since verts can be displaced quite far horizontally, the render bounds are quite a lot larger than the tile appears and it may be overlapping...
Not a good start - simply querying pickability of the ocean using `SceneVisibilityManager.instance.IsPickingDisabled(ocean.gameObject)` seems to clear the pickability flag on the ocean when exiting playmode. It's as if the pickability...
Added a PR which may sort it. Will let Dale chime in when he's back
I'd like to remove SSS shallow colour completely, it's heavily overused, due to historical errors on my part. It should be possible to get shallow water colour variation using only...