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Returning depth of 0.1 for all view spaces besides (0, 0) #2

@Nate27624

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@Nate27624

I just downloaded and tested this project, but it seems like I am only able to get depth for the view space at 0,0. I think there is a quick fix available in the compute shader, but I am not familiar enough with the language to fix it myself.

To emulate the bug just download the project and set it up and try and ray cast the cubes. They will all be really close to your face because it is at a depth of 0.1 due to the error in the calculation somewhere.

Example:

float res = da.RaycastViewSpaceBlocking(new Vector2(1f, 1f));

The above line of code has res = 0.1 no matter what

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