Getting some weird issues with World Position Offset and my mesh, wonder if anybodies seen this before?
Basically I’m just trying to collapse a mesh so it’s almost flat, to prevent having loads of overdraw when a translucent material is completely faded out. It seems to work for some of the polygons on the mesh, but not all of them. What’s odd is, it seems strangely linked to the lowest LOD mesh. Here’s the shader math for that, plugged into WPO (the planes of the mesh are UV-mapped from top to bottom, nothing special).
It works fine with LOD2, but with LOD1 and the Base LOD, only the planes that exist in the same place as those in LOD3 are being manipulated. As you can see below, the LOD’s share some of the same polygons as the hi res meshes, they’re just less dense. I’m using Shader Complexity view in the engine as it shows the outline better:
Any clues as to why this isn’t working correctly? Would I be better off painting vertex colours for each LOD instead? They all use the same UV’s. To clarify, the furthest LOD is working fine, it’s the closer two that aren’t.