jonp Posted May 12, 2015 Share Posted May 12, 2015 (edited) Greetings, I've mostly implemented a fisheye lens shader in VEX which traces the rays where I want them, etc... but I've noticed that the standard surface shader and texture derivatives are scaled by the length of I. So does anyone know what exactly this should be set to? Jon Edited May 12, 2015 by jonp Quote Link to comment Share on other sites More sharing options...
jonp Posted May 12, 2015 Author Share Posted May 12, 2015 I asked the wrong question... It was a conditional in the lens shader that confused the derivative calculation... tests that set I to zero at the beginning of the render will set the derivatives incorrectly. I think this may be fixed in a newer build (14.0.258). Quote Link to comment Share on other sites More sharing options...
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