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2018 HDRP Terrain

Discussion in 'General Discussion' started by zelmund, Jun 12, 2018.

  1. zelmund

    zelmund

    Joined:
    Mar 2, 2012
    Posts:
    353
    I alredy read somewhere about fail around terrain in HDRP.
    Can someone share a good experiance with? Im trying to upgrade project o HDRP, but simply cant do it because of missing terrain shader.
     
  2. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    1,674
    Nobody can share good experiences with it because HDRP has not supported terrain up to this moment. Unity are working on it, and once it reaches a stage where people can actually try it, you will hear a different story. Probably still not a perfect story initially, but only time will tell.
     
  3. JamesArndt

    JamesArndt

    Joined:
    Dec 1, 2009
    Posts:
    2,421
    While it doesn't support the built-in terrain at the moment there is an excellent workflow you can use. The new Standard Lit Shader can be layered and can be vertex painted for painting layers and for placing foliage and objects. You simply use your own custom 3d mesh for terrain sections. It uses height based blending and looks great under the new rendering pipeline. Take a look at their demo of what can be done with this workflow. It's simply stunning.

    https://blogs.unity3d.com/2018/03/1...aking-real-world-objects-into-digital-assets/
     
    zelmund likes this.
  4. zelmund

    zelmund

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    Mar 2, 2012
    Posts:
    353
    that sounds better for me =)
    thx for advice.
     
  5. zenGarden

    zenGarden

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    Mar 30, 2013
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    The shader looks like a common multi texture shader on objects, also using detail texture in the shader.

    About terrain mesh, this will work great when your game is about a small game level It won't work if you are making an open world because you'll need terrain mesh LOD.
    Anyway ShaderLit is a good shader for those making photogrammetry.
     
  6. zelmund

    zelmund

    Joined:
    Mar 2, 2012
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    353
    no problem to create common LOD (component) for mesh terrain.
     
    zenGarden likes this.
  7. zenGarden

    zenGarden

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    Mar 30, 2013
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    I was meaning progressive LOD.
    As you move the camera the mesh nearest parts are detailled while far ones have less polygons, a real terrain LOD.
    Perhaps some vertex shader could work.
     
    angrypenguin likes this.
  8. angrypenguin

    angrypenguin

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    Dec 29, 2011
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    How do you avoid seams?