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Alternative to Camera Stacking

Discussion in 'General Graphics' started by CortiWins, May 29, 2019.

  1. CortiWins

    CortiWins

    Joined:
    Sep 24, 2018
    Posts:
    38
    Hey,

    in my FPS, i now use a secondary camera to prevent the weapon (and weapon fx) from clipping into walls.
    This
    a) prevents me from using LWRP or HDRP because cam stacking is gone
    b) works pretty badly with post process effects that are on the camera.

    In a thread about HDRP (Link) our fellow user @Grimreaper358 meantioned that preventing the cam from clipping is done in the "Unity FPS Sample" via and i quote
    So how is that done?
    Can it be done in the standard pipeline or does it require HDRP?
    Whats the technical idea behind it?
    What are good search terms for it? I didn't find anything related to this.

    My last resort would be downloading the Unity FPS Sample but thats 20 gigabytes and would lock down my internet, ( which is powered by a steam engine and two horses ) for probably two days straight.

    Thanks for taking the time!
     
  2. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
    530
  3. CortiWins

    CortiWins

    Joined:
    Sep 24, 2018
    Posts:
    38
    Hey Grimreaper, thanks for the answer and the links!

    I now got the shadergraph version and exported it into shadercode. Now making that a working standard-shader or inserting that into the standard pbr-shader feels like three levels above my current skillset. Okay~ let's see...
     
  4. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    6,974
  5. CortiWins

    CortiWins

    Joined:
    Sep 24, 2018
    Posts:
    38
    Thanks for the links! But i already got the shadergraph-version of the shader. Now i only need to repurpose that into a standard pbr-shader, thats my problem right now.