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Question by vahag1313 · Sep 18, 2018 at 02:46 PM · camerashadersceneviewvertex shadergameview

Weird shader behavior , when displacing vertices.

Hello, I have a shader which displaces local positions of vertices. When I observe the result in the scene view, everything seems to be working alright (either EditMode or PlayMode). But when I play the scene I start to see objects jitter, behave strangely in the game view, (seemingly) based on a camera position.

 Shader "Custom/VertDistort"
 {
     Properties
     {
         _Color ("Color", Color) = (1, 1, 1, 1)
         _MainTex ("Texture", 2D) = "white" {}
     }
     SubShader
     {
         Tags {
                 "RenderType"="Opaque"  "Queue"="Geometry"
              } 
         Pass
         {
             Name "FORWARD"
             Tags {"LightMode" = "ForwardBase"}
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile_fog
             
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv     : TEXCOORD0;
             };
 
             struct v2f
             {
                 float4 vertex : SV_POSITION;
                 float2 uv     : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
             };
 
             fixed4 _Color;
             sampler2D _MainTex;
             float4 _MainTex_ST;
             
             v2f vert (appdata v)
             {
                 v2f o;
                 v.vertex.xyz *= 1.2;    
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 UNITY_TRANSFER_FOG(o, o.vertex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 col = tex2D(_MainTex, i.uv) * _Color;
                 UNITY_APPLY_FOG(i.fogCoord, col);
                 return col;
             }
             ENDCG
         }
     }
 }





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Answer by _dns_ · Sep 18, 2018 at 03:47 PM

Hi, this could be due to dynamic batching: it merges multiple instances of meshes before "sending" vertices to the shader as one bigger mesh. This process changes the origin + local coordinates of the merged mesh, causing problems in some vertex shaders that base a transformation on the local origin, like the local scale you are applying. To check that: add a tag "DisableBatching"="True" in the SubShader. If it fixes the problem, you have the culprit :-)

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avatar image vahag1313 · Sep 18, 2018 at 04:33 PM 0
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Thank you very much!! It worked!

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