These are just some block outs I’m using but I’m getting these black artifacts around the corners of the mesh, and black splotchy areas on the ceiling.
My directional light is movable since I’m using a day-night cycle, so I’m not baking any light.
Also, if it makes a difference, these meshes are added in-game during runtime.
Perfect! Wow, thank you so much, this is exactly what I needed.
For anyone else having similar problems: I disabled generate mesh distance fields in the project settings (which fixed my black artifacts). Then for my water shader, I enabled mesh distance fields for the meshes that overlap my water (since I’m using distance fields for foam). That option is found in the mesh editor details panel, see the picture in the comment I’m replying to.
In my specific case, I also needed to enable Distance Field Indirect Shadows. This is done on specific instances of the mesh in the world, not in the mesh editor. (Select the mesh in your world and search for it in the details panel). The option will only become available if your mesh is set to Movable.
Once again ClockworkOcean, thank you for your help!
Can you elaborate a little more on how your water worked before and how you got it working properly after disabling distance fields in the entire project?
After disabling distance fields my marketplace cartoon water asset looks like this:
I’ve tried enabling them individually on the water meshes themselves, but I don’t see a way to enable distance fields for the landscape, which is what I think is used to draw the shore foam properly, but I’m not sure just yet. Hoping some insight from you might help me out here.