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LOD popin is bad


Alienhead
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I've been gone for a weeks worth of updates, this bug wasn't happening a week ago so it started somewhere between last week and yesterdays updates.

Horrible looking LOD pop in on terrain mesh layers.  I guess it's on mesh layers only, could be something else because some of that pop in isnt LOD anyways.

 

 

 

 

 

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I'm only happy when I'm coding, I'm only coding when I'm happy.

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Upon further investigation it may have something to do with normal maps as the pop seems to only be occuring with mesh mats using a normal map.

I'm only happy when I'm coding, I'm only coding when I'm happy.

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That does not look like what we commonly call "LOD popping". It looks more like a problem with the way the compute shader is writing memory...

My job is to make tools you love, with the features you want, and performance you can't live without.

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@Alienhead You can add this to the very end of the main function in Shaders/PBR/Fragment.glsl:

    //Check for NAN values
    if (isnan(outColor[0].r) || isnan(outColor[0].g) || isnan(outColor[0].b) || isnan(outColor[0].a) )
    {
        outColor[0] = vec4(1,0,1,1);
    }

This will provide a visual cue if the outputted color is a NAN value.

I have tried this on an AMD card but I do not have any scene that produces this problem.

My job is to make tools you love, with the features you want, and performance you can't live without.

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