05-20-2016, 11:48 PM
I'm trying to feed some information about my spline to a shader that does certain things based on the length of the spline. It seems like the module is trying to do some aspect correction even though I don't want it to. It seems like the "Keep Aspect" control doesn't do anything anymore. I searched the source code from CGMaterialSettings' KeepAspect property and isn't referenced anywhere in the Volume Mesh module. There is a commented out block of code in CGClasses.cs (lines 877-905) where it appears it used to work. Basically, I don't want the AspectCorrection that the CalculateAspectCorrection function there is giving and I have no way to turn it off.
My shader takes the length of the spline and uses it with the UV's y coordinate to understand where along the spline the fragment is, but since there is an arbitrary scaling factor from the aspect correction that I can't easily access, it makes it really difficult for me to implement my effect. I don't really want to start hacking into CurvySpline source code, but I'd like a solution so that I can disable the aspect correction as it appears I once would have been able to do.
My shader takes the length of the spline and uses it with the UV's y coordinate to understand where along the spline the fragment is, but since there is an arbitrary scaling factor from the aspect correction that I can't easily access, it makes it really difficult for me to implement my effect. I don't really want to start hacking into CurvySpline source code, but I'd like a solution so that I can disable the aspect correction as it appears I once would have been able to do.