-
Notifications
You must be signed in to change notification settings - Fork 176
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Flickering Water Using 2 Cameras #10
Comments
Hi. Yes I was about to tell you that the flickering comes from the reflection/refraction cameras. The reflection issues should go away when the projected grid solution comes. |
Thanks for the reply! May I ask if you already have an estimated time of release on the Projected Grid or maybe an update? I was also hoping there is a basic solution for having Underwater Effects even in the current version... Anyhow, I found a free solution (public domain) for nice caustics here if you still haven't found these and is interested but it will require modification to work in Unity 2018+ (download link at the bottom of page). https://www.dualheights.se/caustics/caustics-water-texturing-using-unity3d.shtml |
Projected grid should come before the end of 2018. Thx for the hints on the underwater effects. |
Hi! I'm using Unity 2018.1.6 and working with two Cameras in one Scene. I noticed the Ocean's mesh kept flashing/flickering on the Camera with a lower Depth value (ex: -10) when compared to the other Camera on top which has a higher Depth value (ex: 10) that looks normal. Both Cameras uses Unity's Post Processing Stack v1 and removing them doesn't make a difference. I've also tried changing the GameObject I specified in the "Follow" field and even removed it but the problem persists. Has Ocean been tested using 2 Cameras at least and would you have any solution to this issue?
The text was updated successfully, but these errors were encountered: