Hi, I decided to make some spherical distortion shader for my ForceField VFX. And I need it to be double-sided. But there are some weird artifacts appears, is it possible to somehow fix them and make valid double-sided + distortion shader?
Would it be possible for you to export your shader with the issue present, including material and textures, via Unity and send it over to firstname.lastname@example.org so that we can debug it on our side?
Even though we can replicate the same shader network on our side, it's always preferred to use the same data as the user, not to mention that it greatly speeds up the debug process while also enabling us to quickly pinpoint if there were any ASE related errors identifiable only by examining the code generated.
It would also greatly speed up our resolve, thanks for understanding!
We truly apologize for the delay on providing you support.
It's quite tricky to remove these artifacts on the current ASE version. They appear as a result of sorting issues where some back faces are rendered after the front faces.
You can play around with the Switch by Face and Face nodes to minimize the artifacts as these nodes indicate whether you are rendering front or back faces but two separate passes should be used, one for rendering front faces and another one for back faces, for this to be correctly dealt with.
Unfortunately we are still unable to create multi-passes with ASE but is a feature we want to have down the line. Until then we'll try to figure out a temporary solution and let you know as soon as we have any news.