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LODGroup crossfade shader var issue

Discussion in 'General Graphics' started by kilian277, Jun 24, 2015.

  1. kilian277


    Jul 13, 2012

    I have some props that i want to nicely blend in to reduce the lod popping , i use lerping and clipping in my shader along with the built-in unity_LODFade float2.

    Now it works perfectly however when the player is at 100% and keeps getting closer to the object the first dither mask appears instead of the full opaque mask (attached)

    Here's my shader code (jsut standard with clipping function):

    Code (CSharp):
    1. void surf (Input IN, inout SurfaceOutputStandard o) {
    3.             clip(lerp(tex2D (_Dither1, IN.uv_Dither1),
    4.                 lerp(tex2D (_Dither2, IN.uv_Dither1),
    5.                 lerp(tex2D (_Dither3, IN.uv_Dither1),
    6.                 lerp(tex2D (_Dither4, IN.uv_Dither1),
    7.                 lerp(tex2D (_Dither5, IN.uv_Dither1),
    8.                 lerp(tex2D (_Dither6, IN.uv_Dither1),
    9.                 lerp(tex2D (_Dither7, IN.uv_Dither1),
    10.                 lerp(tex2D (_Dither8, IN.uv_Dither1),
    11.                 tex2D (_Dither9, IN.uv_Dither1),
    12.                 unity_LODFade.x),
    13.                 unity_LODFade.x),
    14.                 unity_LODFade.x),
    15.                 unity_LODFade.x),
    16.                 unity_LODFade.x),
    17.                 unity_LODFade.x),
    18.                 unity_LODFade.x),
    19.                 unity_LODFade.x) - _SliceAmount);
    22.             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
    23.             fixed3 n = UnpackNormal(tex2D(_MainTexn, IN.uv_MainTex));
    24.             o.Albedo = c.rgb;
    25.             o.Normal = n.rgb;
    26.         }

    Some more insight would be appreciated !

    Attached Files: