Comments (13)
That image looks like OceanPlanarReflections > Clear Flags is not set to Skybox. Unless your skybox does not write alpha which would be strange. Try testing with Unity's procedural skybox.
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Perfect. That could be a combination of fresnel and colours blending.
I'll make Skybox the default as prefer to have things work over an optimisation. I'll document this in the tooltip and somewhere in the documentation too.
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Does changing the Clear Flags to Skybox solve it?
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Does changing the Clear Flags to Skybox solve it?
Changing the Clear Flags does not seem to have an effect. The clear flags for the image above is with Skybox.
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Is that on the OceanPlanarReflections script? Otherwise can you remove the * saturate(refl.a)
and see if it improves from the following line:
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OceanPlanarReflections
This is OceanPlanarReflections script, yes. Disabling saturate does have an effect and makes the tree leaves appear, but causes other more obvious problems with reflections / darkness on the surface
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That image looks like OceanPlanarReflections > Clear Flags is not set to Skybox. Unless your skybox does not write alpha which would be strange. Try testing with Unity's procedural skybox.
It seems unrelated to the skybox. I tried it with default and a few others. Doesn't change. It also does not seem related to OceanPlanarReflections being on
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Can you provide a screenshot of the OceanPlanarReflections component?
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Can you provide a screenshot of the OceanPlanarReflections component?
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Can you provide a screenshot of the OceanPlanarReflections component?
Well I guess that solves that mystery. I was not aware you were referring to Clear flags on this script vs the camera.
Thanks for the help!
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No worries. Does it work correctly if you remove the reflection alpha modification?
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No worries. Does it work correctly if you remove the reflection alpha modification?
Yes, it does appear to be working correctly now.
It does seem to wash out a bit after I stop moving the camera but it is mostly fine. Definitely an improvement.
Seems to depend on the angles and only with trees
I'm not sure why there is a distinction between the transparency in the standard shaders and the custom / tree shaders, obviously depends on what each shader is doing I guess.
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Fixed in 4.20.
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Related Issues (20)
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- Depth Cache not populated - Exported Image is Black HOT 8
- Water interaction is not visible when moving camera away from the sea level HOT 1
- Underwater broken with XR multi-pass rendering HOT 1
- No caustics, no shadow data and/or constant shadowing on iOS
- Error of Does not exist some Classes. HOT 1
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- SphereWaterInteraction and RegisterDynamicWavesInput do not work correctly inside a flow area HOT 11
- Activating flow in the material when oceanrenderer is running does only work in editor HOT 2
- FindObjectsSortMode HOT 3
- Enable Shader API does not function without changing underwater appearance HOT 20
- Enable Shader API causes artifacts HOT 4
- Premature tile culling during extreme camera maneuvers above the ocean HOT 1
- Portal feature broken with Unity Recorder 360 View
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