Closed holdingjason closed 2 years ago
Also here is a video showing off the issue as well.
Thanks. Another option that we should consider is sampling the shadow maps.
Thanks. Another option that we should consider is sampling the shadow maps.
Yeah I could see that work as well. Though it does not need to be perfect so I would go with the most performant option available unless its a big big trade off. Thanks for taking a look. Just looks bizarre right now inside of stuff underwater but not a show stopper by any means.
Was hoping this would be straightforward but we don't have a normal for the refracted scene.
We could reconstruct one by sampling the depth buffer multiple times but getting a robust normal reliably across depth continuities etc is a topic in itself, and will cost perf.
Using the shadow maps seems like the best option. I'm guessing this would then be a URP/hdrp only fix.
Any way to just use a fixed world vector ie down up to a certain angle?
Just fyi, you have acces to the normal buffer at least in HDRP.
URP 10 has a normal buffer.
Shadows will be a more comprehensive though.
This feature has landed with 4.14.
Here is a shot though of something interesting with caustics. Not sure if there is anything to be done here and not a big deal but would look nice if we could avoid down facing normals for caustics perhaps. See how we are getting them on all surfaces including the ceilings in this shot (I am not on latest btw)
Dale 12/05/2020