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This repository has been archived by the owner on Feb 23, 2024. It is now read-only.
We're after the ability to exaggerate terrain, to make flat areas a little more interesting, and small hills more obvious.
I'd like to have an option on the map renderer to set the "elevation scale" - a number greater than 0 which describes how much to exaggerate elevation by.
This would affect terrain and also pin altitudes, and any calls to TransformLatLonAltToWorldPoint
I've done a lot of this manually myself, but the change to 0.6.1's collider volume broke it, and without access to the depth-writing logic for the collider volume, I can't get much further (well, yet).
My in-shader fix for the terrain was essentially multiplying _ElevationTexScaleAndOffset.w by my own _ElevationScale in calls to CalculateElevationOffset and FilterNormal, which I'm happy to share back (though I have a lot of other changes in my shader too)
The text was updated successfully, but these errors were encountered:
In the 2 render shaders (terrain, clipping volume), scale their Y value by the elevation scale
In the clipping distance shader, adjust the view matrix so that it doesn't clip terrain that's too high (I just guessed this one)
It's relatively low impact, when all is said and done - the clipping shader is the obvious hack, because I can't just change that matrix in the C# codes.
We're after the ability to exaggerate terrain, to make flat areas a little more interesting, and small hills more obvious.
I'd like to have an option on the map renderer to set the "elevation scale" - a number greater than 0 which describes how much to exaggerate elevation by.
This would affect terrain and also pin altitudes, and any calls to
TransformLatLonAltToWorldPoint
I've done a lot of this manually myself, but the change to 0.6.1's collider volume broke it, and without access to the depth-writing logic for the collider volume, I can't get much further (well, yet).
My in-shader fix for the terrain was essentially multiplying
_ElevationTexScaleAndOffset.w
by my own_ElevationScale
in calls toCalculateElevationOffset
andFilterNormal
, which I'm happy to share back (though I have a lot of other changes in my shader too)The text was updated successfully, but these errors were encountered: