Dale
Dale
~~Unity has marked my issue as a duplicate. The following is for HDRP, but they said it won't make a difference or they will update me if that changes.~~ ~~https://issuetracker.unity3d.com/product/unity/issues/guid/1210092~~...
4.3 has been released with an option to disable occlusion culling. But since we have an open issue with Unity I will keep this open.
Since the code is based off the Unity Standard Assets which isn't support in 2019+ there will be no fix for it. A fix might be back ported to 2018...
I tried adding an extra pass as an experiment to add point and spot lights, but it seemed to be the wrong way to go about it. There is some...
Thank you for pointing me in the right direction. There is some tiling artifacting in the second image, but this is because I was doing the lighting wrong. I still...
@rockretep Thanks! The first two images are pixel lights. They are done with an extra pass. There is white screen space tiling right now. This is caused by the specular...
All good ideas. Prefabs are certainly have the least friction for getting started quickly. > We could add prefab variants of these for underwater (as they need different material options)....
I see. Considering me now informed. Thank you.  This is one of the more extreme ones I have when refractions are set to the maximum of 2. I'll...
> What's the reason for this? Is it because things in VR lack different focal depths so everything is constantly in-focus? Most likely. Our brain does processing of what we...
I have found that refractions are much worse underwater in VR:  BIRP with refractions at ~0.4 I found that a refraction value of 0.2 gave best results across...