10-05-2022, 09:36 AM
(08-05-2022, 05:38 PM)Domtav Wrote: Hello,
I am currently taking my head on an effect that I do not understand.
In editor mode, I get a fluid that suits me on the color side. It's a beautiful green (with very little transparency).... a bit slim like ghostbuster if you see the thing :p
When I compile the game and launch it I end up with a sort of translucent and darker green... yuck... well, it's not ugly, but nothing to do with the expected effect.
I did several tests and the one that seems the most representative is by simply trying to make white. In editor mode I get a suberde milky white (very slight transparency) and in runtime I end up with greyish water! (very transparent and gray).
Among the different tests:
- Change the transparency parameters (alpha of the disk or of the obi particle renderer: no effect.
- Modification refraction / transparency on the obi fluid renderer, besides the fact that it impacts me all the fluids of the scene at the same time, the effect is far from ok. Play on the other parameters (reflection/metalness...) without success.
On the parameter side, in URP, I have of course the same configuration (defined by default) between the two modes. I turned off all other post-process graphical processing (volume, etc....).
I even changed the color of the skybox to have white and limit the edge effects. I also have remove all the other light sources, nothing to do... of course the directional light is white...
So my questions are:
- How do I ensure that the color in execution mode is identical to the color obtained in edit mode ("game" window) ?
- How I remove the transparency without having to play on the obi fluid renderer which affects all the fluids ?
thank you !
D.
Hi!
This sounds like a color space issue, since fluid colors aren't purposelmodified in editor vs the build (the color buffer is just an ARGB32 render target).
What platform are you building for, and what are your build settings?