![]() So after testing some more I got a couple of warnings and errors after doing a build (Windows standalone): It's not overly complex yet it gives me enough control to tweak the result to my liking and the tool tips are super useful. Oh, and I just wanted to add that I really like this asset. I wish there was a way to not apply the SSAO effect for meshes that are under the water "plane", as if the water was considered opaque. However the effect currently applies to things that are under the water surface and that looks a bit odd. I found a solution for the SSAO: I just changed to SSAOPro and that takes care of the issue. Would you have a solution for that problem, please? Or could you suggest a good SSAO asset which works with Hydroform?įYI: I'm on Unity 5.5.3p4 (Windows), DX11, Linear, Deferred. I'm using Sonic Ether's SSAO and it looks terrible, as if the SSAO gets inverted and applied to the whole screen. Finally my biggest issue so far: Hydroform doesn't seem to play nice with SSAO. Is there a way to fix that? Or at least a way to dial it down progressively at night via code? At night (I'm using a version of uSky) the overall specular/fresnel effect makes it look like the water surface is glowing. It only goes away completely if the camera is perpendicular to the water, looking down. Note that the artifact is clearly visible even if the camera is one or two meters above the water level. The refraction setting causes a tearing artifact on the bottom (but sometimes sides) of the screen, depending on how close to the water the camera gets. Would you have any ideas as to lessen the issue? There is a "striping" effect on the reflected meshes using the SSR which becomes worse depending on the steepness of the meshe's angle. Some of them have already been reported I believe: Try changing the distortion value from 0.9 to 1.0 in the code right above the code block I posted in Hello, I'm currently trying to integrate Hydroform to Ghost of a Tale and I have to say it looks wonderful! RefractDir.xy *= float2( 1, 1 ) - abs(screenPos.xy) ģ) That looks like it's probably screenspace reflection, not refraction. RefractDir.xy = refractDir.xz // swizzle to get distortion on y screen axis fade out distortion at edge of screen - commented out because more expensive, looks nice though, allows for more distortionįloat4 screenPos = UNITY_PROJ_COORD( inData.screenPos ) / Look in WaterFunc.cginc in calcPixel() under refraction. ![]() I'll try and get it in the next update.Ģ) I actually have some code to fix this, I left it commented out for performance reasons and most people probably won't run into this issue. 1) I thought I had compensated for the shore falloff on the height query, but looking through the code it looks like I haven't done that yet. ![]()
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