0
Under review

Upside down UVs for Direct3D with anti-aliasing

Shadi Muklashy 9 years ago updated 9 years ago 2
I have a shader that produces upside down UVs (flipped V) in certain situations. It seems correct on Mac (OpenGL), and correct sometimes on Windows. Here's what I've noticed:

- Direct3D9 without AA: correct
- Direct3D9 with AA: correct
- Direct3D11 without AA: UPSIDE DOWN
- Direct3D11 with AA: correct

In Unity's documentation, there is this, but I'm not sure how to have this work with a Shader Forge shader:
http://docs.unity3d.com/460/Documentation/Manual/SL-PlatformDifferences.html
+1
Under review
I'll look into this
Thanks Joachim, much appreciated!