Fix: Apply Vertex Deformation in Depth Passes#169
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DepthNormals/DepthOnlyパスでVertex Deformationが 適用されていなかった問題を修正。 Forward/ShadowCasterパスと同じ実装を追加。 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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Pull Request Overview
This PR fixes a missing implementation of vertex deformation in the DepthNormals/DepthOnly shader passes. While vertex deformation was already implemented in Forward and ShadowCaster passes, it was missing from the depth passes despite the _VERTEX_DEFORMATION_ENABLED keyword being declared.
- Added vertex deformation logic to the
vert()function in the depth normals shader core - Ensures consistent vertex positions across all rendering passes
- Prevents visual artifacts in depth-based effects like SSAO, fog, and soft particles
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CyTakayukiKiyohara
approved these changes
Oct 29, 2025
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DepthNormals/DepthOnlyパスにおいて、Vertex Deformationが適用されていなかった問題を修正しました。
問題点
Vertex Deformation機能は以下のパスで実装されていました:
ParticlesUberUnlit.hlsl)ParticlesUberShadowCaster.hlsl)しかし、DepthNormals/DepthOnlyパス(
ParticlesUberDepthNormalsCore.hlsl)では実装されていませんでした。シェーダーファイルでは
_VERTEX_DEFORMATION_ENABLEDキーワードが宣言されているものの、実際のVertexDeformationコードが欠落していました。
影響範囲
この問題により、以下の視覚的な不具合が発生する可能性がありました:
修正内容
ParticlesUberDepthNormalsCore.hlslのvert()関数において、InitializeVertexOutputDrawDepth()呼び出しの前にVertex Deformationコードを追加しました。