+2
Under review
Tessellation silhouette problem with Global Fog
There seems to be a problem with the tessellation shaders output by Shader Forge and Unity's GlobalFog.js post-effect camera script:
The displaced silhouette is not taken into account. It looks like a Z depth problem. This doesn't happen with the default Unity tessellation shaders.
The displaced silhouette is not taken into account. It looks like a Z depth problem. This doesn't happen with the default Unity tessellation shaders.
Служба підтримки клієнтів працює на UserEcho
(The game looks neat by the way!)
It is only compounded by using the fog script...
(I'm on Beta 0.22 and I'm in Linear color space)
1) Put a skybox on the game camera (to make things clearer).
2) Create a simple tessellation shader (with a height map) in SF.
3) Assign it to 2 cubes and place them next to each-other, so that only the tessellated parts nearly touch (not the cube base meshes themselves).
You should be able to see that the tessellated parts (which should fully occlude the skybox) look transparent.
And here's the shader settings I use:
I'm sorry to be insistent but I still haven't found a way to get SF's Tessellation shaders to work with Global Fog and SSAO. As you can see on the first picture GlobalFog also affects the default tessellation shader from the demo scene so it's not just linked to my own tessellation shader.
(I added the red dots to highlight the issue)
The issue is very much compounded by the use of Unity's SSAO filter:
You can see for yourself just by opening the Shader Forge demo scene, create a camera and put GlobalFog and SSAO post effects on it:
I know you're gearing up towards 1.0 release and you are constantly being assaulted with new feature requests, but this is a very important issue for any project who wants to use Shader Forge for a DX11 game...
Thanks,
Lionel