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Raportează o problemă de traducere
Comparison between PC, PS4 and Switch
https://imgur.com/a/AW1WLIT
On most terrain if I stop controlling the character's movements it will still slowly slide in one direction depending on what looks like a slant on the terrain.
This should be a relatively easy for me to fix, but KT really ought to fix this - it's a one-liner.
After some fun efforts in reversing the HLSL, this is the source code of their shader:
This code has no return type (as it is a void type), and on AMD hardware, causes the render target to be set to float4(0, 0, 0, 0), corresponding to shadow. On Intel and NV hardware, the render target is not touched, and remains set to float4(1, 1, 1, 1), corresponding to no shadow.
The proper HLSL for this shader is:
Can you tell me which file you're editing?
Just in case KT never fix these games.
The proper fix is to replace the shadow shader's input to actually use the depth stencil view, which is probably only a few lines of code for KT. To do this via injection is... harder (and something I'd like to get around to eventually).