Comments (2)
Thanks for reporting. So interestingly that is actually ocean geometry rendering into the ocean depth cache :).
The problem is that the ocean has always been generating into the Default layer, and therefore renders into the depth cache if you specify the Default layer. I've been meaning to make this layer assignment an option - I've now added one and made it assign to the Water layer instead. I'm not sure what consequences this new assignment to Water will have for your project, if any. Apologies in advance if this breaks something for you.
Tagging @holdingjason for a heads up.
from crest.
Wow, timing. Right as I was talking about this in the studio, my email notification pinged. Grabbed it, and it's working now. Thanks!
from crest.
Related Issues (20)
- URP reflection error when using two cameras after build. HOT 3
- Updating ShapeFFT parameters runtime, generates a lot of garbage HOT 5
- HDRP underwater volumetric lights not working properly HOT 2
- Local / movable spectrums or crest shapes HOT 3
- Foam / wake vibration when approaching whirlpools HOT 20
- Pressing the Windows Key in the editor disables underwater rendering HOT 3
- Wake / foam artifacts when moving the camera quickly HOT 11
- Delayed LOD / tile enabling when using large clipping areas HOT 5
- 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
- Sporadic gaps / precision errors in tiles. HOT 35
- 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
- Planar Reflections issue with non-standard shaders using transparency HOT 13
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from crest.