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Question by Kajos · Jun 09, 2013 at 08:46 AM · shaderbounds

Shader LOD

I am adding to LOD to my object. I have three different shaders: one for inside the object, one close distance and one far.

The following I use for my LODding. The second if statement doesn't seem to be reached at the right moments. The idea is I get the closest distance to the renderer.bounds, not just the center position; so if an object is really big it will get the right shader even though I am pretty far from the center.

Edit: I accidentally made a typo. The second statement should be shaders[1]; What is still an issue though is the flickering when changing materials. How can I fix this?

Note: shaders is a material array.

         if (renderer.bounds.Intersects(GameObject.Find("Camera").collider.bounds)) {
             if (activeShader != 0) {
                 renderer.sharedMaterial = shaders[0];
                 activeShader = 0;
                 print ("Replaced shader with 0");
             }
         } else if (renderer.bounds.SqrDistance(GameObject.Find("Camera").transform.position) < preciseDepthDistance) {
             if (activeShader != 1) {
                 renderer.sharedMaterial = shaders[2]; // Fixed: shaders[1]
                 activeShader = 1;
                 print ("Replaced shader with 1");
             }
         } else {
             if (activeShader != 2) {
                 renderer.sharedMaterial = shaders[2];
                 activeShader = 2;    
                 print ("Replaced shader with 2");
             }
         }
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Answer by Kajos · Jun 09, 2013 at 09:32 AM

I move the function to OnRenderObject. It shows no flickering when changing the material now.

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