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Bind Ocean Mask Data for ocean chunks not rendered due to occlusion culling #518

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moosichu
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Manually set a bool on each ocean chunk that checks if the data is bound, a simpler and more general solution anyway.

Fixes #479, the repro was harder as we were rendering the mask chunks even if culled in the latest release, but this was causing gaps to appear which now seem to be fixed.

@moosichu moosichu requested review from huwb and daleeidd May 23, 2020 17:47
@moosichu moosichu changed the base branch from master to feature/post-proc-underwater-2 May 23, 2020 17:48
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Looks good. Tested using occlusion culling and it works.

@huwb
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huwb commented May 24, 2020

Took me a while to get this but I think I get it now - the guard didn't hold up with occlusion culling, because the gameobject/renderer was active?

Thumbs up from me, but could we use the underscore naming convention as it's a member variable, or maybe make it a property I guess?

@huwb
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huwb commented May 24, 2020

There's a small logical thing that binding is per camera, but we only support one camera properly right now, and it could be expanded to a bool per camera in the future, so I'm happy to go with this.

@moosichu moosichu merged commit 6dc0456 into feature/post-proc-underwater-2 May 24, 2020
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[HDRP] Underwater draws through buildings
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