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Question by mchvertok · Oct 13, 2020 at 11:59 PM · shaderdepthdepth-bufferz-fightingz-buffer

Mesh z-fighting to itself

Hi all. I have a mesh which deformed in shader by Sine function to simulate waves. So, I got an artifacts of self z-fighting.

Maybe I should in the shader (somehow) calculate depth for each modified vertex? alt text alt text

screenshot-2020-10-14-at-013731.jpg (199.0 kB)
screenshot-2020-10-14-at-014020.jpg (129.8 kB)
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avatar image GrowingTurtle54 · Oct 14, 2020 at 12:00 AM 0
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Wow that looks good. I dont know how to fix it though. sorry...

avatar image Eno-Khaon · Oct 14, 2020 at 04:21 AM 1
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Would a first pass writing to the Z-Buffer be a suitable solution in this situation?

(See: Transparent shader with depth writes)

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Answer by mchvertok · Oct 14, 2020 at 09:48 AM

Looks like I found roots of the problem(

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