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Question by TiaDrenaline · Jul 01, 2016 at 10:15 PM · camerameshcolliderclippingz-fightingnearclipplane

Z-Fighting Problem (Increasing Near Clipping Planes Problem)

Hello there! I am quite new to Unity and I have just started building a game. I am having problems with the textures flickering when they overlap. I have tried increasing the near clipping plane, however this makes my camera go into my objects. I am using the first-person built-in prefab camera. When I get close to an object, instead of stopping at its mesh boundaries, it goes slightly into the actual object. I wish I could describe it better. Does anybody know how to fix this?

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Answer by jbarbeau · Oct 03, 2016 at 05:53 PM

Actually Z-fighting is a problem of resolution in the z values when culling is calculated. The NEAR and FAR planes create the DELTA for the Z value. So you can make the FAR plane closer or the NEAR plane farther. Since you are having difficulty with the near plane, try decreasing the FAR plane instead.

I am fighting the same problem, and I have a potential solution, but I am looking to see if there is a SHADER solution anyone has created.

I have made a flight simulator with large vistas, so I need a FAR plan that is far away, I also want things up close for inside a cockpit, so I have a large delta.

One approach I know of is to render 2 different cameras for the same view. This can have frame rate issues of course. But the idea is to render camera 1 with the LONG FAR plane to the FAR plane of the second camera, that is the FAR plane of cam 2 = the NEAR plane of cam 2.

Then render cam 2 with it's FAR plane and near plane, but now the DELTAs for each cam is much smaller, and the resolution will be better, and Z tests for rendering more accurate.

You need to composite the 2 rasters to create your final view.

I may try this approach, but I am still looking for what other people have found that works.

Let me know if you find a better solution.

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