Local Vertex Offset different behaviour scene/game [SOLVED]
Posted: Mon Feb 05, 2018 2:12 pm
Hi!
Our team is using Amplify Shader Editor in Unity to make the shaders for the game we're currently working on. Our first experience with Amplify has been great, except for this small issue we're now facing.
The setup
The idea is that we want to create a slight deformation to our meshes with the shader (in the examples the effect is exaggerated). We're doing this by feeding Simplex2D noise to the Local Vertex Offset.
Here the setup we have right now:
The problem
Problem is that this is effect is not consistent in the game view compared to the scene view. The goal is to do everything in local space, so rotating, positioning,... shouldn't have any influence on the effect. In the scene view it actually does it like expected.
In game view however, the mesh, with two materials(which have the exact same shader) are not aligned anymore. Also, when rotating or moving the mesh, the Simplex2D noise, doesn't seem to work in local/object space anymore. It looks more like a projection.
Every mesh has 2 materials - one main material and one for the rim. Here you can see that in game view the deformation is not aligned anymore.
I tried switching between forward and deferred rendering. But that didn't seem to have any effect. Am I missing something? Am I using a wrong setup. Or do you guys have any suggestions? I'd like to hear.
Have a great day!
Kenny
Our team is using Amplify Shader Editor in Unity to make the shaders for the game we're currently working on. Our first experience with Amplify has been great, except for this small issue we're now facing.
The setup
The idea is that we want to create a slight deformation to our meshes with the shader (in the examples the effect is exaggerated). We're doing this by feeding Simplex2D noise to the Local Vertex Offset.
Here the setup we have right now:
The problem
Problem is that this is effect is not consistent in the game view compared to the scene view. The goal is to do everything in local space, so rotating, positioning,... shouldn't have any influence on the effect. In the scene view it actually does it like expected.
In game view however, the mesh, with two materials(which have the exact same shader) are not aligned anymore. Also, when rotating or moving the mesh, the Simplex2D noise, doesn't seem to work in local/object space anymore. It looks more like a projection.
Every mesh has 2 materials - one main material and one for the rim. Here you can see that in game view the deformation is not aligned anymore.
I tried switching between forward and deferred rendering. But that didn't seem to have any effect. Am I missing something? Am I using a wrong setup. Or do you guys have any suggestions? I'd like to hear.
Have a great day!
Kenny