#seperate fov for weapons and world
1 messages · Page 1 of 1 (latest)
One way to "fix" the missing shadows in the FPS camera is to also render the surrounding objects (roof, walls, etc.) with "shadows only"
Probably not great for performance though
yeah
But it might be worth it if you are selective
Don't render everything, just the large objects that cast noticeable shadows
but if i do camera stacking then i cant use TAA on it
the anti aliasing
cause it tells me to turn post processing on
but i already have post processing on the base camera
so it gives me two layers of post processing
is that really a problem if the weapon layer has only 1-2 objects being rendered?
I've tried using render layers before, yet ran into issues. Hopefully that could work for you
or just keep what i was doing
with the scaling
to prevent the clipping
and then do this
the thing in the video
but just for the fov
@timid moon
it works but
its not rendering post processing
and im not sure if it has shadows
that is rendering shadows right?
its just the post processing
Was it light when you stepped out of the shadow?
I don't use URP so you gotta figure it out
theres before and after rendering post processing
wait no
@timid moon there is post processing
i think i was trippin
now i gotta figure out how to access these values
from a script
and everything will be perfect
@timid moon
last time im pinging u
i got it figured out
i'll show u
i'll record a video
Btw that's not how reflex sights work IRL
But if you go for arcade then it's fine I guess
I personally just don't like it
It should have infinite parallax
It's more obvious in a video but here's a screenie at least
When the camera is not aligned with the sight, the reticle isn't centered
Vs. aligned:
That's the whole point of red dots/holo sights
i’ll make that