This is not a real Unity 5 problem but I thought you can finally touch this issue, especcialy with all the VR games out there that would benefit:
I’m using a multicamera setup to display the inside of a cockpit and having troubles to make it judder- and flicker-free. Even with camera clipping plane values from 0.1 - 3m I get shadow flickering and float inaccuracy. When I pull up the near clip plane the flickering gets lower until it vanishes completly at 1m.
The funny thing is I don’t get any problems with clipping planes 1 - 100 OR 1 - 100000000! It’s just a problem with values unter 1m. I thought the Z-Buffer is adjusting to the clipping planes? So 0,1 - 1m should be less flickery then 1 - 1000m?
I don’t know what you mean by multicamera setup, but you can try making 2 cameras, one will render just the cockpit, the other one will render everything else. This way you can set near/far clipping planes separately for each camera.
I’ve figured it out now. I wasn’t the clippingplane alone, I’m also too far away from the midpoint.
I’m currently fiddling around with a floatingOrigin but there are obviously some issues with particlesystem and occlusion culling.
Anyway this one is fixed. Thanks for the fast response and the explanation!
As you’ve discovered, the zbuffer is not linear. You have to push out the near clip plane as far as you can to gain resolution. Changing the far plane has little to no effect.