Dale

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Thanks for opening. Apologies for the belated reply. So you want underwater (back face) specific properties for occlusion, specular reflection and ambient lighting? Would ambient lighting be a multiplier, vector...

Thanks for the detailed report. We have haven't had the time to look at this yet, but we will get to it :^)

I will note that using the context could be a bad idea since we should reset any changes we make. See _SampleShadows.cs_ for an example of executing using the context....

Any breaking changes can always be introduced in Crest 5.0. So we could use an opt-in for now and remove it later? Another option could be that if the new...

Most people don't use the graph so hitting that limit might be okay until Unity (hopefully) increases the default. We can use enums to reduce variants. If we get desperate,...

Tried it and performance was worse when measured using Nsight. But maybe I was doing something wrong. You can see it for yourself here: [perf/fill-mask-shared-memory](https://github.com/wave-harmonic/crest/tree/perf/fill-mask-shared-memory).

Thank you for reporting. Are you using deferred rendering? Macs can be a little buggy with rendering from my experience so it might be a metal issue.

I could reproduce on Mac in the main scene (set camera to deferred), but not on Windows. Running on MacBook Pro 2014 with integrated graphics.

I found that reducing refraction to zero removes the artefacts. Or removing the refraction offset from the UV when sampling depth appears to remove the artefacts too. Also, this [forum...

Looks really good so far. What was the reason it cannot run in edit mode?