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Fixed mipmap seam... - Posted on: 9/20/2018   [Uncategorized]



Success! I fixed the bug causing texture seams. Now the caustic effect is complete!

I spent hours searching for a solution to the mipmap bug, tried every possible setting and solution - nothing worked. I discovered, instead of using "text2D" you can use "tex2Dlod" to manually specify the mipmap level. That fixes the bug. Unfortunately, I had no idea how to determine the current mipmap level to pass as an argument to that function. After a few more hours of searching and experimenting, I figured it out...

I get the distance from the camera to the object with this method:
    dist = distance(_WorldSpaceCameraPos, i.worldObjectPos);
Then, set the mipmap level (lod) and grab the data like this:
    fixed4 c = tex2Dlod (_MainTex, i.uv, 0, dist/100);
Note, dividing distance by 100 is an arbitrary way to normalize the value within an accepted range. I'm just learning shaders, there's probably a better way to accomplish this, but there's almost no information about this bug online, so I'm really happy to have found a solution!

I need to cleanup to shader code, then I expect to publish this asset for free or make a tutorial.




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