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First Person Camera Distortion Problem
The first person camera is distorting surfaces when I get too close to them. I have not messed with the FOV settings, it is currently set to 60.
I need the texture to be totally flat and undistorted by the camera, as the player will spend a lot of time climbing surfaces.
This is what it looks like:
It's tough to tell exactly what I'm looking at there. However, I still have a thought regarding what the problem may be.
While experimenting with screen-space texturing on an uneven surface, I've found that calculating ALL of the screen-space uv coordinates entirely in the vertex shader often lead to distorted interpolation when transferred over to the fragment shader while viewed from extremely close up. It was a shame to transfer those calculations to the fragment shader, but it immediately cleared up all of the distortion I was seeing in that situation.
I'm very unfamiliar with shader coding. The texture is using the default shader, so what do I need to change in the code, exactly?
what does the texture original looks like? what shader are you using?
The original texture looks like this:
I'm using unity's standard opaque shader.
Is that texture specifically what we're seeing in the original image, or is that a reflection in the original image?
This looks like a problem with parallax/height map. Does your mesh have tangents built correctly? And how close are you to the surface? Even in an fps there should be a distance between the camera and a surface
That is exactly what the problem is, actually. I disabled the height map, and the issue disappeared. The problem now is that the texture looks very flat.
As far as distance, the character is scaling a rock face with uneven surfaces, so it's unavoidable that the camera will make unintentional contact with some of those surfaces.
Glad I could help! Have a look at some AAA fps games and you'll see you can't get right up close to a wall, put this limit in and you should be able to use height maps without distortion.
It might be because you are using a height map? I had a similar problem with rocks when i used them
That's actually exactly what it was. We ended up scrapping the climbing mechanic, so it didn't matter, but you are correct.
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