Author Topic: Issue with character skinned mesh renderer (lods)  (Read 91 times)

saintirukandji

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Issue with character skinned mesh renderer (lods)
« on: September 23, 2021, 02:54:49 PM »
Hey, First of all, amazing job on the shader it looks really good and we're currently doing a visual upgrade of our game and we're adding snow support using this asset. On static/environmental objects, it looks amazing! But we might have found a weird edge case when it comes to skinned mesh renderers in unity 2020.3.9f1 (outdated lts).

Our dynamic characters are split into parts and their parts get dynamically mix and matched at runtime. Thing is, since the snow is world space when the character is moving the uv's of the snow move so it wasn't looking too great, as such we decided to remove the snow off of our skinned mesh character. We tried the layer approach, but it doesnt seem to register for dynamically spawned objects, so instead we opted to use the "GlobalSnowIgnoreCover" script approach and this approach mostly works (Reference 1).

The only issue we're seeing is that unity LOD's are not being ignored in. So for example one of our optimizations is that in lower quality lods, we turn off the hand bones which changes the outline of the character, and this, seems to be still being cutout by the global snow shader (Reference 2 Reference 3).

Would you have any suggestions on how we could approach this issue without having to restructure the character lod system?

Kronnect

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Re: Issue with character skinned mesh renderer (lods)
« Reply #1 on: September 24, 2021, 11:05:24 AM »
Hi,

Thanks for the details. Please try latest beta which adds better support for multiple renderers in this case, and let me know if it fixes the issue.

Regards

saintirukandji

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Re: Issue with character skinned mesh renderer (lods)
« Reply #2 on: September 24, 2021, 12:25:46 PM »
Thanks, I've dropped you guys a dm with the invoice number