Forward shading with nanite on foilage makes mesh awful

Hello, I tried to use forward shading and nanite to increse perfomance on scene. It actually helped with perfomance but i got something like this with a mesh of a tree

This is how it with only nanite enabled:

This happens when i turn on forward shading

Nanite currently doesn’t support foward shading I believe. So you are seeing the fallback mesh with no Nanite enabled essentially. I just ran into the same thing myself.

Correct, Nanite doesn’t work with the Forward Renderer.

Why is this not documented anywhere? And when can support be expected?

The documentation states and explains Nanite runs in its own rendering pass, although if doesn’t directly say it’s deferred only, if you understand what deferred and forward shading are it should be pretty clear it’s fundamental to how Nanite is implemented.

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It is documented here

under “Rendering”

The following rendering features are not currently supported:

  • View-specific filtering of objects using:
    • Minimum Screen Radius
    • Distance culling
  • Forward Rendering
  • Stereo rendering for Virtual Reality
  • Split Screen
  • Multisampling Anti-Aliasing (MSAA)
  • Lighting Channels
  • Ray-tracing against Nanite meshes
    • The Fallback Mesh is used for Nanite-enabled meshses by default. Lower the Fallback Relative Error parameter in the Static Mesh Editor to use more of the source meshe’s triangles.
    • (Experimental) Initial support for native ray-tracing of Nanite meshes is enabled with the console variable r.RayTracing.Nanite.Mode 1. This preserves all detail while using significantly less GPU memory than zero-error Fallback Meshes.
  • Some visualization view modes do not yet support displaying Nanite meshes
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Right, thanks for the reply. Sounds to me like it might be a while until Nanite is supported with forward rendering then, if at all, and even longer until it’s viable in VR.

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