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Transfer depth fade to vertex color ue45/26/2023 One method is to put it in the skybox - but the skybox follows the player around, it is only correct from one exact position. And finally as mentioned before, it would be great to have sliders that limit the values within reasonable ones, so you can't break the shader involuntarily while tweaking it.Ĭlick to expand.I don't know whether you followed the discussion in the whiteboxing thread ( ) about how to give the player a view on far away scenes that are not loaded. In other words, even if the shader/material is in the transparent queue, it should completely covers the pixels of the existing geometry. ![]() This creates a ghosting effect that makes it a bit confusing. Right now, the displacement is transparent and overlaid on top of the regular geometry render. ![]() I think it would be better to have only one displacement effect. You can see what I mean in the image below: Is that possible, or does it depend on geometry, size and position of the object? One thing that would be great to fix is to make sure that planes put next to each other displace at the same rate, so that their edges match. ![]() ![]() Wow, the shader looks great! I left a few comments on the PR regarding some tweaks that it would be great to do before merging, although if you're super busy they can also be done later on (or by somebody else).
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