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Under review
Upside down UVs for Direct3D with anti-aliasing
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
- 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
Freya Holmér (Developer) 9 years ago
I'll look into this
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Shadi Muklashy 9 years ago
Thanks Joachim, much appreciated!
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