POM Pixel Depth Offset on landscape/WS materials casting strange shadows
Hello all, I've been using pixel depth offset on some pretty complex materials to give the illusion of tessellation without actually using tessellation, i am finding it to be an incredibly powerful tool however its having a few rendering issues which im not sure if i can fix or if it is a limitation of the engine itself.
it does not work correctly on landscapes, world space co-ordinates or landscape co-ordinate uvs when using say a tiling texture like below - the idea is that my rocks are a flat surface and im using pixel depth offset to push them up through the river and that seems to be working visually quite well - however, even after a bake about 5meters in front of the camera is constantly in shadow anywhere this material is put down
has anyone had this problem? is there a solution or is this inherently a bug/doing what it is meant to be doing?
see below: #2 - lit correctly #1 - in shadow, always follows you around at fixed distance
example of it working correctly on none landscape, none ws material
asked Aug 29 '18 at 04:47 PM in Rendering
1) PDO works fine with any coordinates, provided that reference plane is set accordingly. 2) PDO is expected to give incorrect dynamic shadows.
answered Aug 29 '18 at 09:07 PM
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