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Question by Mr_Edward · Dec 10, 2015 at 11:15 AM · shadersshader programmingfadelod

LOD Dither effect

Hi everyone.

I'm currently working on a game, that includes a quite a large map. To optimize the game, I therefore use a lot of LOD's.

The game is now in a state where it runs smoothly never dipping below 60 frames per second, however there're also quite a lot of obvious LOD popping. Therefore I want to blur, or dither the transition inbetween two LOD's.

I'm quite new to shaders, and therefore I'm having a hard time achieving what I want.

I do have made a working version here, although I would really like to have this effect transferred to the full standard shader.

 Shader "Custom/LODTest" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
     }
     SubShader {
         Tags { "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" }
         LOD 200
         
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
 
         #pragma multi_compile _ LOD_FADE_CROSSFADE
 
         #pragma surface surf Standard vertex:vert
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
             UNITY_DITHER_CROSSFADE_COORDS
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
             #ifdef LOD_FADE_CROSSFADE
             UNITY_APPLY_DITHER_CROSSFADE(IN);
             #endif
         }
 
         void vert(inout appdata_full v, out Input o)
         {
             UNITY_INITIALIZE_OUTPUT(Input, o);
             UNITY_TRANSFER_DITHER_CROSSFADE(o, v.vertex);
         }
 
         ENDCG
     }
     FallBack "Diffuse"
 }

I have tried to transfer this two the full standard shader, although it, to me, seems like a giant net of worms and linked .cginc files.

If anyone have any clue how this could be achieved, and would point me in the right direction, I'd be really happy.

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Answer by DamonJager · Jan 01, 2016 at 07:18 AM

i'm in the same situation. i've made multiple shaders, it is a dirty solution but it works

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Answer by ferbailer · Aug 08, 2017 at 10:19 PM

This is old but you can get the "Integrated Shaders" pack on:

  • https://unity3d.com/get-unity/download/archive

And start from there!

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