Hey,
I´ve got a few questions.
Fog when using the forward render: The reference says the following:
In my case it is the iPhone and I was wondering if there is any way to set my own calculation for the fog which will be globally added to all shaders automatically? And if there is, is there any way to make the same stuff happen in the editor as well (maybe by setting 3.0 as shader target? But that wouldn´t help on OSX, would it?)?
It is just that ´ve got many shaders and there are many more to come and we are still experimenting with the fog in a couple of scenes. And there it would be helpfull to just change the formula in one position.
What exactly is unitys fog density value? Is there any way to calculate it from the fogs far plane when using linear fog or something?
I am also playing around with the deferred renderer and want to discard a couple of pixels completely. What does my pixelshader have to output to which register to still work well with the deferred renderer?
“Bugs”(?):
The shader compilation sometimes/always(?) fails when a texture properties is defined before another one.
It also kinda randomly fails if there are many properties.
Texture lookups tend to sample wrong textures. I for example tried to render two views and combine the images. While tex1*tex2 works well, float4(tex1.r, tex2.g, tex2.b, 1.0) always gives me only one of the two textures, depending on which one is sampled first.
The editor sometimes crashes after changes to the properties.
It would be great if I could get some answers/statements :).
Thanks.