Comments (8)
So, I turned off Priming - it was on Auto. They are writing, that on iOs and Android priming could lead to even more GPU load.
With priming off, everything works.
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Another interesting Behaviour: when I set to "OnDemand" and start the scene, the water stays flat - no waves. When I trigger Populate Cache the waves start but the depth cache is black.
When set to "OnStart" populate creates the proper depth cache. When I change to On Demand during play populate cache does not work either.
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"Force Always Update Debug" does not work either
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Thanks for reporting. I had bug report on Discord about this but looks like Discord automatically closed it due to inactivity.
Depth priming currently breaks the ODC. Will eventually fix this. Workaround is to disable it or disable and use depth cache baking then re-enable
Since then I have worked out that it is related to both depth priming and SSAO. I reported this to Unity and they confirmed a few bugs on their end. They gave me a solution but I could not get this to work with the ODC.
Workaround for now is to use a baked depth cache and to disable SSAO and/or depth priming when baking.
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My game is depending on a dynamic depth map. Wind direction is used to build underwater objects once in a while for generating areas with no waves. Can you please explain exactly how to disable/enable/populate during runtime? I tried but it does not work.
I cannot find how to turn off depth priming - is there a switch?
I cannot NOT ship prebaked maps!! I am currently building a terrain/harbour editor which depends on dynamic maps!
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You have to disable depth priming and/or SSAO in URP settings. I do not think it can be done at runtime or at least I do not know how.
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For anyone landing here, please vote on Unity Issue Tracker: https://issuetracker.unity3d.com/issues/depth-is-not-rendered-in-a-depth-only-camera-which-is-set-up-by-a-custom-script
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Related Issues (20)
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- Foam / wake vibration when approaching whirlpools HOT 20
- Pressing the Windows Key in the editor disables underwater rendering HOT 3
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- Delayed LOD / tile enabling when using large clipping areas HOT 5
- Water interaction is not visible when moving camera away from the sea level HOT 1
- Underwater broken with XR multi-pass rendering HOT 1
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- Error of Does not exist some Classes. HOT 1
- Sporadic gaps / precision errors in tiles. HOT 33
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- Activating flow in the material when oceanrenderer is running does only work in editor HOT 2
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