Improper Culling on Terrain Warping Shader

I'm working on a shader that involves warping the terrain and the current frustum culling is using the chunks real position rather than where they appear on the screen, so it's just not culling them correctly. Is there a way to provide a different frustum culling method in the shader and if so can I get a shader that does this to use as example? or do is the only option to turn off frustum culling in its entirety and if so how? If it matters what I'm trying to do, the shader im working on wraps the world into a ring. The blue wool in the picture is actually 256 blocks in front of me. As you can see theres a lot of terrain that is being culled that ideally wouldn't, as would the blue wool if I turned around. I'm not worried about the texture colliding with the red wool that's expected.
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5 Replies
TheNukeLore
TheNukeLore17mo ago
I don’t believe it’s possible
Chandler
Chandler17mo ago
thanks to @fayer3 for resolving this. The answer was to add frustum.culling=false to shaders.properties
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fayer3
fayer317mo ago
btw, currently iris/sodium still culls backfaces, so they will be gone, even with frustum culling disabled
Chandler
Chandler17mo ago
isn't that what's disabled by turning off Use Block Face Culling in performance settings?
fayer3
fayer317mo ago
🤷‍♂️ if it does, the still get culled by the gpu then oh way, need to reload chunks after changing that, yeah that will render all faces, but that settings can't be changed by the shader
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