I happened to stumble over the change log from Unigine where they implemented a cool trick to improve foliage shading.
This helps reducing the harsh shading from low poly cards used for trees or grass.
From what I understood, they are changing the vertex normal? so that it faces the camera.
Does anyone of you guys have an idea of how they are doing this and if it is possible to implement the same technique in Unreal?
Yeah its a bit hard to see it the screenshots I provided, but maybe you can see it better over here using the slider. This definitely helps with reducing the visibility of the cards by consolidating the overall shading of the tree. I can potentially do this by modifying the vertex normals of the cards but the results aren’t always perfect. https://developer.unigine.com/en/doc…ated_to_camera
I use the pixel depth offset for the imposter rendering in order to get detailed shadowing on the billboards yeah. I will check if there is a material function already done for this.
I scrubbed through the livestream and couldn’t find anything on using pixel depth offset. Can someone clear up exactly how you’re using it to achieve better shadowing?
To reference Unigine again, I assume it’s similar to what they’re doing with a “depth texture” on imposter billboards?
More than that, you can do all sort of things with it. The name is explanatory, you can use that for offseting pixels and that will be fed to the depth buffer. This can also be used for calculating screen space shadowing for example. You can also use it with a temporal AA dither to reduce harsh seam transitions between two meshes or landscape etc…
My bad, I thought you were talking about the general use of it. Epic uses it for reducing DFAO artifacts indeed. I think you can also use to get some extra detail when using contact shadows on the foliage billboards.
This works well with POM materials for example.