Unity 3d Plants
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Var WindRGBA: Color = Wind. ( (Mathf. Sin (UnityEngine. Time. WindFrequency ) + Mathf. Sin (UnityEngine. Time.
WindFrequency. 0.975 ) ). 0.5 );So that it uses game time rather than real time. That does the trick both for recording at fixed frame rate and allows people to use stuff like bullet time.I've tossed the docs to Whatevernix who does all our models, can't wait to see the plants he'll cook up with this stuff.I give it both thumbs up, samples work out of the box and they're straight to the point. Showing both usage with terrain and without. After looking at the ferns without shadows I decided to implement it without the terrain too, but I left the code in there so we can use the Terrain version on slower systems.
The grass and mountain terrains are rendered with tweaked versions of the first splat in the shader. Mountains uses multiply between scaled layers, grass uses simple addition!Cheers,UnLogick.
@mk1978: i have already written 2 tutorials: one on terrains (pretty old by now but it still contains some useful information about performance) and the other about the tree creator and i think i have already said all i can as far as unity’s terrain engine is concerned.the most important things about terrain creation are:- good references- good assets- and some artistic talent.next to that some good tools, as you won’t succeed painting/sculpturing a realistic terrain just with the built in tools. Use external tools or at least get the terrain tools from sixtimesnothing or terrain edge: ). Those will help you sculpting the terrain and paint it.terrain edge also comes with some shaders supporting bump mapping and uv mixing for better tiling as far as i know.another starting point might be the advanced terrain shaders from the asset store (free!).as far as the terrain from the images above is concerned: it is a pretty simple one: just 2 terrain textures (plus bumpmapping –.all included in the advanced terrain shaders), 2 different types of trees (30$ on the asset store;-)) 2 mesh grasses and the new foliage plus foliage shader. Plus one directional light, bloom and glow post processing image effect and some ssao.lars.
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@mk1978: i have already written 2 tutorials: one on terrains (pretty old by now but it still contains some useful information about performance) and the other about the tree creator and i think i have already said all i can as far as unity’s terrain engine is concerned.the most important things about terrain creation are:- good references- good assets- and some artistic talent.next to that some good tools, as you won’t succeed painting/sculpturing a realistic terrain just with the built in tools. Use external tools or at least get the terrain tools from sixtimesnothing or terrain edge: ). Those will help you sculpting the terrain and paint it.terrain edge also comes with some shaders supporting bump mapping and uv mixing for better tiling as far as i know.another starting point might be the advanced terrain shaders from the asset store (free!).as far as the terrain from the images above is concerned: it is a pretty simple one: just 2 terrain textures (plus bumpmapping –.all included in the advanced terrain shaders), 2 different types of trees (30$ on the asset store;-)) 2 mesh grasses and the new foliage plus foliage shader. Plus one directional light, bloom and glow post processing image effect and some ssao.lars. Ok, so I followed your instructions (in the.pdf file) and got everything working.
Unity 3d Planet Mars
Very nice!The only problem is my manually placed vegetation objects only appear when I'm about 5 meters away from them. How do I go about changing that?
I played with the 'Small Details Distance' and 'Medium Details Distance' of the FoliageSetupShader script but they don't seem to have any effect.UPDATE: Alright, fixed the problem. When I looked into the script I saw the culling layer numbers. It would probably be beneficial to indicate those numbers in the documentation pdf. Maybe in the Wind section (since that's where you mention culling), or even better, have a small paragraph regarding camera culling.But so far I really like the whole thing. Click to expand.not any vegetation object manually placed but any 'tree' modeled with the built in tree creator can be effected by wind zones. You do not have to use the terrain engine.but it might be very expensive to let’s say render 10 flower pots each containing 10 flowers which are built as 1 tree:this would end in 10. 1 draw calls (when using only 1 material: leaves) or even 10.
3 draw calls when using real time shadows.using the advanced foliage shader would give you 1 or 1 + 10. 2 draw calls using static batching or 3 draw calls using mesh combining.have a look at one of my older posts for details:lars. Click to expand.hi doyora,sorry for your inconvenience, but most of the time i work in deferred mode so you did right to add 'fullforwardshadows' in case you have point lights (what i should have seen if i had a closer look to your image.).nevertheless, what is about going with deffered rendering? Young jeezy tm 103 hustlerz ambition zip. In case you have some more point lights in your scene (even if they are just filling lights – especially as your scene appears to be very dark) choosing deferred rendering should speed up rendering.lars.
Click to expand.hi there,the shader still needs some global vars like wind (direction and speed) and – in case you use it within the terrain engine – translucency color and view dependency.touch bending needs much more of course. It is a script/collider/shader based solution and works only with plants placed manually as single game objects.but it supports static batching, layer based or occlusion culling and lods to speed up rendering. And it performs very well as far as i can say.the number of objects is not limited by the script, but it is limited by your cpu/gpu of course.lars.