Hey everyone,
Encoding a float value inside a RG or RGBA texture is very interesting and useful but it is also become quite useless when you use blending as the result and the values might be altered because of face overlapping.
Is there a way to avoid such issues ?
here is an example of a bad result when encoding depth on the red and green channels and just decoding it again in a post-process effect.
Thanks a lot !
Encoding a float value inside a RG or RGBA texture is very interesting and useful but it is also become quite useless when you use blending as the result and the values might be altered because of face overlapping.
Is there a way to avoid such issues ?
here is an example of a bad result when encoding depth on the red and green channels and just decoding it again in a post-process effect.
Thanks a lot !