Flicking large scale object

Just a very basic vertex shader, nothing fancy.

the min clamp is to prevent it from pushing past the near clip plane if you ever get close, but 0.9 is just a randomly chosen value that should work ok. Ideally you would do some math to apply the offset if the verts are beyond a certain distance which would be easy but I didn’t feel like cluttering up this image any more.

fwiw, you cant use pixel depth offset to pull things closer to the camera. It can only push things farther away.

can technically I should have named the parameter “pull” rather than push but oh well.

1 Like