Hi All!
I’m trying to figure out if there is another way to fix the issue I’m facing.
I’m working with multiple cameras, (one for distant, one for close objects) and I have an ocean shader that uses the depth buffer to determine how dark and opaque the water should be.
This works well, aside from where the two clip planes on the cameras meet. Due to the surface getting too close to the edge of the far clip plane, the near camera will render the edge as having 0 difference in depth, making the edge completely transparent, fading in as you get farther from the far clip plane.
Right now I’m working around it by doing a separate pass, deforming the ocean under the camera to be far enough away from the camera to not touch the clip plane merger of the two cameras (effectively only doing depth in the far-camera). While this “works” it doesn’t give the best performance while on the shore-line.
Any ideas from you wonderful folk?
I’ll try to post images later on.
Thanks!