I’m using a custom raymarched volumetric fog shader in URP that looks fine near the origin, but when the camera moves far from (0,0,0) around 8 km or more — the fog edge in the sky starts to flicker up and down / side to side. It sometimes stabilizes when I stop moving or toggle a render-pipeline setting like anti-aliasing, then resumes flickering once the Game view regains focus. Disabling TAA and HDR doesn’t fix it.
I know pretty much nothing about shader coding, this is a fog pass i downloaded from git, and slightly modified by GPT to add a limit in the sky for how high it is rendering. Help is really appreciated.
#Volumetric fog starts flickering when moving away from 0,0,0
1 messages · Page 1 of 1 (latest)
Did the flickering happen before GPT did its thing? If not, we should start by identifying what was changed exactly. The original code wouldn't hurt either. Using AI to modify code you don't understand at all is pretty good recipe for disaster.