Shader bug on Windows

See attachment.

When the eyes of our character are rendered with the Specular shader, or even Diffuse, they pop out of their sockets. Only when they are rendered with Vertexlit do they appear correctly.

This only happens on Windows!
On Mac it looks fine.
(I even tested on the same hardware (iMac) on both OSs)

This happens both with the eyes skinned as seperate objects and with the eyes attached to a static body mesh.

208408--7673--$shader_bug_886.jpg

What you are seeing with the pixel shaders is likely a result of this, which will be fixed in 2.6. However, the VertexLit shader shows that you probably have some Z fighting anyway. Try moving the camera’s near clipping plane out a little bit (less than one unit), or bringing its far clipping plane in a lot (hundreds of units).

sorry for not helping but just noticed… You’re from Gent, same as me :stuck_out_tongue:

Hi Passero, we live near the Vooruit! :wink:

Thank you Daniel. Increasing the Near Clip Plane did the trick! (it was extremely small for reasons that don’t apply to the scene with the problem)
There’s still some fighting when the camera is far away (white pixels around the eyes). But I think our postprocess effect will cancel that out.

Thank you!!