![]() ![]() You'd have to arrange the rendering such that the characters are rendered after the water, so maybe you can experiment with that. Even so, in that case, the bits of the character that are underwater would not be refracted (which would look much better than what it's doing now). I will say, I had my dealer put the Arrow tune in my bike when I put the Hydrform on. I havent ridden, or ridden with, an Arrow equipped Streety. Its certainly less in overall size than the Arrow. ![]() The only decent solution I can think of would be to do a grab of the "background" without the character in it, so sampling the character would not be a problem. I went with the Hydroform strictly on looks, and weight, over the Arrow. Since it is in front of the water, we don't want to sample that pixel because it would be the character, so what should be sampled? I choose to do an unperturbed sample of the background, which is the ground in this case because it usually looks OK (esp for a high frequency texture like sand) and is better than sampling the character. That particular pixel is hitting the character object, so it does a depth test to see if the object is in front of the water (it is). If you look at the red dot, what is happening is the shader is firing a ray at that location, and then the distortion is causing it to sample the "background" texture at a different location (refraction). Yes, I am using depth buffer sampling, but it doesn't help in this case. Satisfaction Guaranteed If you are not happy with Hydroform then let me know within 30 days and your purchase will happily be refunded. Yes, the flat ground is not the source of the problem, it just makes it very noticeable. Download Unity Asset Hydroform Water System has AAA quality and performance built by an industry professional. I would think this would be an issue with any water system that features refraction/distortion, and indeed I have seen it occur in many AAA games, though usually the distortion is turned down more than in this instance.Īgain, if this doesn't work for you, shoot an email to with your invoice number and I'll get a refund started for you. The best I can suggest is to reduce the distortion like I mentioned above (set it to. It also tends to be hidden by the foam and the falloff to less clear water. This happens with any object that intersects the water, but it's normally not noticeable because the ground isn't typically flat and shallow like in that demo. ![]() Since I cannot do that, I sample the ground un-distorted rather than sample the character, which would produce a sort of ghost effect. Ideally I could sample the ground that is behind the character, but that would require extra passes, knowledge that there would be a character there, etc. What is happening is that at the pixels that look sort of like "stealth mode", the shader is sampling pixels that are distorted and the source pixels at that location are the object in front of the water (the character). Im having a strange problem with Hydroform in Unity 2020.2.6f1 (tested it also with 2020.2. Unfortunately I don't see an easy way to fix it. Alright, so I've taken a look and reproduced the issue. ![]()
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