Closed wheatleymf closed 3 weeks ago
should be good, still sucks a bit that it fades out early
should be good, still sucks a bit that it fades out early
Shadows look good now, thank you. Though I've just noticed that there might be something else incorrect with terrain shading, it looks like there's no lighting based on normals applied. I've checked the world space normals and it looks like whole terrain is in tangent space, while normally shaders are required to transform normals to world space. Is this correct?
To avoid confusion, terrain with worldspace normals on background is just a static prop with different shader that uses same workflow as most other shaders (TransformNormal( material.Normal, i.vNormalWs, i.vTangentUWs, i.vTangentVWs
) for transforming and rendering normals.
Not sure what you mean, these are tangent and these are world space normals
Maybe you want more control over the normal strength as calculated per fragment?
Ah, I must have been wrong then, my bad. Yeah, that would be nice - currently terrain feels like it's being shaded flat, even near steep slopes. Normals highlighting bumps and terrain relief more noticeably would be great.
Describe the bug
Shadows appear incorrectly on the terrain.
To Reproduce
79872
and terrain height10000
. You can try significantly lowers values, this issue will appear anywayExpected behavior
This looks like shadows are being cast from terrain's clipmap instead of what you actually see. I am not sure what actually is happening here.
Media/Files
Heightmap: (16bit / Windows) http://files.smallfi.sh/u/heightmap16bit.raw
Additional context
No response