You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Just took a quick look at the repo. I think you could get rid of the lerped two texture lookups by using tex2dlod instead of tex2d. There you can define your own lod/mipmap level without being bound to the uv value change from 0 to 1. The graph would look like this:
It does work without problems, but the mipmap level in the screenshot would stay the same. Maybe we could approximate the mipmap level with ddx from the world position value?
The text was updated successfully, but these errors were encountered:
Hey there,
Just took a quick look at the repo. I think you could get rid of the lerped two texture lookups by using tex2dlod instead of tex2d. There you can define your own lod/mipmap level without being bound to the uv value change from 0 to 1. The graph would look like this:
It does work without problems, but the mipmap level in the screenshot would stay the same. Maybe we could approximate the mipmap level with ddx from the world position value?
The text was updated successfully, but these errors were encountered: