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Ok, this modification is obligatory in my modification where I render image layers with fixed textures placed on virtual planes separated by stepDistance. In that case modification makes a step along the ray so it reaches my next virtual plane on a given fixed depth.
In your original shaders you calculate virtual surface height dynamically with "infinite" height resolution so depth is displayed alright. But anyways this adaptive step modification can be added to reduce required steps count when looking on the surface at sharp angles. So it is not really an issue, but rather a feature proposition.
from unity-advanced-shaders-tutorial.
HoleInGround.zip
I added parameters to show how adaptive step affects the Hole in the Ground Shader
from unity-advanced-shaders-tutorial.
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from unity-advanced-shaders-tutorial.