Comments (2)
We use RenderSettings.sun without any further checking. Not sure if this will change but will mark as enhancement. I should document this somewhere at the very least.
from crest.
Hopefully this would not change some of the current behavior in this area. HDRP - I have a disabled (not checked) Directional light on a different light layer that I'm feeding in as the Primary Light on Crest Ocean. It nicely colors water without illuminating the scene any extra, and provides a bit of a different look than the underwater fog.
from crest.
Related Issues (20)
- 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 37
- 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
- Premature tile culling during extreme camera maneuvers above the ocean HOT 1
- Portal feature broken with Unity Recorder 360 View
- Underwater rendering delayed with whirlpools HOT 1
- [BUG] Seems spawning a prefab with any ocean is making the app freeze in HDRP + Unity 6 HOT 3
- [BUG][HDRP][MACOSX] Ocean flickering black with caustics enabled. HOT 1
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from crest.