Hi all,
I’m running into an issue in HDRP where my shader looks how I want it in the editor, but when I build I get lots of aliasing and NaN values. I’m using @bgolus Normal from Height shader technique found here:
The functions I’m plugging it into are quite a bit more complex than a simple polygon, but it’s the same principle. I have confirmed that without this normal function I do not have NaNs or aliasing. I have tried adding a slider in the build to change TexelWidth but it does not effect the aliasing resolution or NaNs.
Anyone have any ideas?
In editor:
In Build:
EDIT:
This is happening with default Normal From Texture as well, here I simply put in a sin function and get this awful aliasing:
This is happening with Subsurface Scattering off as well.
While playing around with render settings I’ve started getting the error:
Graphics.CopyTexture called for entire mipmaps with different memory size (source (RGBA8 UNorm) is 1024 bytes and destination (Alpha8 UNorm) is 256 bytes)
Not sure if this is relevant, but I’m not calling Graphics.CopyTexture anywhere so I’m not sure why this is happening. Object renders properly without any normal map plugged in. Also having the issue on both D3D12 and Vulkan.