Open QbieShay opened 2 years ago
Increasing the number of section segments on the ribbon trail reduces the blockiness, is this a sufficient fix?
Increasing the number of section segments on the ribbon trail reduces the blockiness, is this a sufficient fix?
The preview looks more blocky than it could be with a given number of segments in the trail. Therefore, I think increasing the number of segments only hides the original problem rather than resolving it.
With modified texture and subdivisions lowered to 1 for easier comparison (texture isn't seamless, ignore the seam in the middle):
I remember this kind of jagged UV effect quite often in games, so I'm not sure if it can be resolved without increasing the number of subdivisions.
This can apparently be fixed with a custom spatial shader applied to the mesh's material: https://godotshaders.com/shader/trail-dewiggle/
This is also easy to mitigate by adding an extra edge in the middle of the trail. I'll open a proposal
Godot version
v4.0.alpha.custom_build [a6abeb6b2]
System information
Linux Arch, Radeon RX 590, Vulkan renderer
Issue description
Particle trails show jagged shapes, see video for more clarity. On top, a quad mesh On the bottom, a particle trail
They share the same shader
(Texture is made by me and CC-BY)
https://user-images.githubusercontent.com/7917475/152778286-9060e18b-1b92-4f0b-9f5c-748f7cbd2570.mp4
Steps to reproduce
Open MRP
Minimal reproduction project
trailrepro.zip