KevinComerford

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HDRP has its own volumetric system built into it. You don't need this.

Same here. I can combat it a bit by adjusting the attenuation curve, but there's still some obvious stepping at the end of the shaft.

I noticed this as well. I haven't pinpointed exactly what's causing this issue yet. I recommend reverting back to version 5.4.0f3 to avoid this a few other bugs.

Okay, it seems something got shifted internally. Luckily it's a simple fix. In the vr_lighting shader change this: float objDepth = ( vPositionTextureSpace.z ); Into this: float objDepth = 1...

It flips the normal direction of double sided materials. Commenting out this code makes solid double sided objects look strange. Ironically, it works well with leafs making them look translucent.