Hi! I have a landscape material that I wish to improve by including a displacement map for one of my more rocky layers, I managed to create the map and implement it to the material on its own fine. But I cannot seem to figure out how to make it play nicely with existing properties of my material. I get tons of errors when I implement it, but they seem to all stem from PixelDepth.
I use pixeldepth to determine the distance from the player and scale the UV’s of my materials accordingly, so that I get large textures that look better and don’t repeat in the distance.
How can I make use of both? Or is there perhaps an alternative to pixeldepth I can use?
The error I get isn’t very helpful, just “Invalid node in domain/shader input”.
Edit: I found a suggested fix, which is of instead of using pixeldepth, you manually calculate the distance from the camera.
But how would I actually do this in practice?
Edit2: Turns out there’s literally a world position node, a camera position node, and a distance node. I guess it couldn’t actually be simpler.
Now the displacement works perfectly, though the blend transition has quite a bit of artifacting and I still have one last error with the tesselation.
I don’t want to waste tons of tesselation on layers that don’t have displacement, but it doesn’t seem to like my world aligned blend nodes
I cannot tell which if it’s not all, as it’s not showing me any error lables on my nodes and I cannot tell what the problem is. Any suggestions?