02-18-2016, 12:46 PM
Well, nuts. The button thing doesn't bother me too much — I've heard from a Unity rep that this is a recently-introduced bug, fixed in the next patch. So that one should go away all on its own, and perhaps it's just inconsistent enough not to show up in the simple test case.
But I was really hoping the shader would show the same problem as in HF0.21. It's the exact same shader, and you're running it on the same machine... it's WebGL instead of stand-alone, but I haven't seen anything suggesting that that should matter.
Just to be certain: are you sure you had some medium- and low-density zones there in your game? The previous (buggy) shader probably drew more or less random hatching, regardless of the actual density. So it might have been easy to get confused about what zone density you had. I don't suppose there's any chance we're seeing high-density zones because they are, in fact, all high density?
(I highly doubt that, since I would expect to see some cross-hatching at the edges, but I have to ask!)
But I was really hoping the shader would show the same problem as in HF0.21. It's the exact same shader, and you're running it on the same machine... it's WebGL instead of stand-alone, but I haven't seen anything suggesting that that should matter.
Just to be certain: are you sure you had some medium- and low-density zones there in your game? The previous (buggy) shader probably drew more or less random hatching, regardless of the actual density. So it might have been easy to get confused about what zone density you had. I don't suppose there's any chance we're seeing high-density zones because they are, in fact, all high density?
(I highly doubt that, since I would expect to see some cross-hatching at the edges, but I have to ask!)
Joe Strout
Lead Developer, High Frontier