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ats color map ULTRA shader [RELEASED]

Discussion in 'Assets and Asset Store' started by larsbertram1, Oct 17, 2012.

  1. larsbertram1

    larsbertram1

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    sorry for the late reply, i did not get any notification...

    as far as your problem is concerned: i tried to reproduce it using unity 5.4.2. and the included demo terrain. turning on "precomputed realtime gi" and setting the terrain to "lightmap static" (directional mode) did not break lighting on detail texture 4 (which uses a far distance tiling value of 0.1).

    maybe i am missing something... which version of unity do you use?
    anything else i have to set?

    this is super strange and makes any try of reproduction even more difficult.
    so i more or less flooded the terrain with detail texture 4 – but the shading kept looking fine.
     
  2. Jakub_Machowski

    Jakub_Machowski

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    I was on unity 2017.2 now 2017.3 and still the same problem, as you see 4 and 8 textures have strange shadow behaviour, this is most visible when light is low like you see in my screen, this is prbably why I didnt noticed it before, i also downloaded your newest version od shader from asset store. Oh and I use enviro too, but I think thats not a problem because it only add dynamic light direction, it is strange that it is only on 4 and 8 texture but there have distance tiling maybe this is a problem?

    upload_2018-2-7_1-2-56.png
     

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    Last edited: Feb 7, 2018
  3. Jakub_Machowski

    Jakub_Machowski

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    upload_2018-2-7_10-41-17.png
    these are mine terrain settings
     
  4. larsbertram1

    larsbertram1

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    i was able to reproduce the problem in 2017.3. and as far as i can say it is not related to gi - but the fact that unity changed the default functions how normal maps get unpacked (and scaled). so the far normal gets corrupted.
    you will have to replace the included "CMU-Splatting.cginc" with the file attached and reimport the shaders to make it work properly in 2017.
     

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  5. Jakub_Machowski

    Jakub_Machowski

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    Thank you a lot! I will test it for a moment ;)
     
  6. Jakub_Machowski

    Jakub_Machowski

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    It didnt resolve problem, Maybe you send me wrong file? I will try to restart unity. I had baked realtiem gi on it so I will rebake it too and let you know.
     
    Last edited: Feb 7, 2018
  7. OfficialHermie

    OfficialHermie

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    Last edited: Mar 2, 2018
  8. larsbertram1

    larsbertram1

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    i dropped that feature in version 3.0 – as ssao simply ruins the whole blending :(
     
  9. TheTortilla

    TheTortilla

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    Hi, I'm using the V3 and it's really a great asset! :)
    But it's a bit performance heavy. I read that the V2.5 is faster, is it still possible to get it outside of the asset store? (I'm using Unity 2017.3)

    Thank you,
     
  10. larsbertram1

    larsbertram1

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    version 2.5 is not maintained any more. and as you are using unity 2017 i would recommend to stay with version 3.
    deactivating features like dynamic wetness and snow should give you more or less the same performance as with version 2.5.
     
  11. TheTortilla

    TheTortilla

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    Okay thank you for your answer!

    Is there a way to get the free version? (with only the colormap)
     
  12. larsbertram1

    larsbertram1

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    that was written for unity 3.x?!
     
  13. TheTortilla

    TheTortilla

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    mmm okay, ^^

    thanks
     
  14. briank

    briank

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    An individual tiling parameter for each detail texture would be a nice feature.
     
  15. larsbertram1

    larsbertram1

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    yes, but unfortunately pretty expensive.
     
  16. Jakub_Machowski

    Jakub_Machowski

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    Hello I have a question how is working CMU with unity 2018.1. Are there any known problems? Or everything is ok?
     
  17. larsbertram1

    larsbertram1

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    i haven't tried it yet.
     
  18. Jakub_Machowski

    Jakub_Machowski

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    OK thank you but are you going to support it yes? :)

    Also one more thing, as your system use texture arrays can I delete textures from your system and terrain (I mean detail/ normal textures no arrays) and leave only arrays, because for now unity will be keeeping connections to all these texture in RAM that theoretically are not used, because terrain use arrays.
     
  19. larsbertram1

    larsbertram1

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    if your terrain is finished you do not need the color map ultra script component anymore as everything is stored in the material. but you have to make sure that the splat maps exist. so deleting the detail textures on the terrain needs you to export them first.
     
    Last edited: Apr 13, 2018
  20. Jakub_Machowski

    Jakub_Machowski

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    "so deleting the detail textures on the terrain needs you to export them firs" dont understand what you exactly mean.
     
  21. larsbertram1

    larsbertram1

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    the distribution of the 8 detail textures is controlled by 2 control or splat maps.
    usually the built in terrain shader as well as cmu would point to the 2 splatmaps which are stored in the terrain asset (look at the terrain in the project tab and open its foldout to the them).
    but as soon as you delete the detail textures from the terrain these maps will get wiped out.
    this is the reason why you have to export them first so you can manually assign the exported splatmaps to the cmu material.
     
  22. Jakub_Machowski

    Jakub_Machowski

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    Thank you I understand now ;)
     
  23. Jakub_Machowski

    Jakub_Machowski

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    hello Lars Do you already tested color map ultra on unity 2018.1?
     
  24. larsbertram1

    larsbertram1

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  25. londydub

    londydub

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    I opened the demo and my terrain is purple! Anyone know how to fix this ASAP!
    I'm on Unity 2018.1.0f2
     

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  26. Jakub_Machowski

    Jakub_Machowski

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    tI'm testing in on 2018.1 but have compile errors from other system now, so when fix that, I will let you know how it work in my case
     
  27. larsbertram1

    larsbertram1

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    i would not call this purple... :)
    so basically the shader works. simply try to regenerate the texture arrays. these were created using unity 5.4.
     
  28. londydub

    londydub

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    I just regenerated the texture arrays and it's still doing the same thing!
     
  29. larsbertram1

    larsbertram1

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    i can not confirm any problems with unity 2018 so far: i imported the package and the terrain showed up nicely without any bluish tinting.
    tested on win 10 pro, nvidia gtx 970m.
     
  30. londydub

    londydub

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    I tested it on my windows machine! It works fine now. I guess it was a mac problem! Thank you.
     
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  31. BigPoodle

    BigPoodle

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    Hi guys. Just chiming in to say that I'm also experiencing the same blue/purple ;) tinting thing londydub
    reported on my mac with Metal enabled.
    The nearer Camera is to the terrain, the more pronounced the tint becomes basically.
    It completely disappears at around 500m. It renders fine without Metal.
     
  32. larsbertram1

    larsbertram1

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    well, that is a quite important information, thanks.
     
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  33. larsbertram1

    larsbertram1

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    @londydub @BigPoodle i have looked into the shader code: metal was never supported.
    so in order to make it work you will have to edit the "CMU-Common.cginc" file.
    find line 22:
    #if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_PSSL)
    and change it to:
    #if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_PSSL) || defined(SHADER_API_METAL)
     
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  34. BigPoodle

    BigPoodle

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    Hi!
    Worked like a charm. (I had to reimport the shader folder after editing) Thanks!
    The blue tint kinda looked cool though.. :p
     
  35. Alexanderansoft

    Alexanderansoft

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    How to fix it? I can not solve this problem for several days
     

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  36. larsbertram1

    larsbertram1

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    it looks as if your colormap was way off.
    so check the color map and all average colors.
     
  37. Alexanderansoft

    Alexanderansoft

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    This link to the PSD texture that i used: https://yadi.sk/d/amyxNoqn3WCPFY
    I changed one texture in the demo scene and got this result. I changed Color and Specular
    parameters, but texture looks unnatural and dark around the edges
    Can you check please my texture and tell me what's wrong
     

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  38. larsbertram1

    larsbertram1

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    the textures seem to be fine.
    i i do not get any dark borders around the edges.
    which version of unity do you use? which graphics api?

    this is unity 5.4.3 and opengelcore:

    grass_02.png
     
  39. Alexanderansoft

    Alexanderansoft

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    I found the reason. I forgot to set this parameter for normal map. Now all is well
    Thanks!
     

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  40. larsbertram1

    larsbertram1

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    you are welcome!
     
  41. magique

    magique

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    I'm trying this again to see if I can get better performance @larsbertram1, but I'm getting compiler errors on Unity 2018.2:

    Shader error in 'Lux/Standard Lighting/Full Features': 'Lux_DynamicWeather': output parameter 'lux' not completely initialized at Features/LuxDynamicWeather.cginc(260) (on d3d11)

    However, the demo scene seems to run fine and look fine so I don't know how this error is going to affect anything, but I wanted to report it.
     
  42. larsbertram1

    larsbertram1

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    thanks for reporting!
    it does not effect the terrain shader. only old lux shaders which are included.
    lux and lux plus meanwhile have been updated to support 2018.
     
  43. Jakub_Machowski

    Jakub_Machowski

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    Hello @larsbertram1

    I have a question in unity 2018.3 there will be update of unity terrain

    Terrain Improvements

    Editor
    Graphics
    • GPU-instanced render path for terrain, yielding a dramatic reduction in draw calls for most cases.
    • Auto-connect of adjacent terrain tiles.
    • Seamless painting across multiple connected tiles
    • An experimental C# API for building custom terrain tools, which can interact with newly introduced asset types for terrain materials and brushes



    My question is Will you improve Color map ultra shader to work with that. I talked with Vegetation studio dev, He told me that this is just small changes but have to be done on terrain shader. There is need of include a new cginc file and call a vertex function
     
  44. larsbertram1

    larsbertram1

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    this should not affect the shader but only rendering.
    this should not affect the shader but only rendering (mesh generation)
    this does not affect the shader but only painting. cmu uses the built in splat maps so this should work out of the box.
    i will have to look into this.
    .
     
  45. Jakub_Machowski

    Jakub_Machowski

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    Please check it out in free time, cause when we will update our project after Release to 2018.3 and have compile error with new unity we even cant use playmode ;) I think there could be a problem with new layer system cause for now you are taking textures directly from terrain to CMU now there will be some layer/ preset of textures if I understand well :)

    Thank you for support! :)
     
  46. Jakub_Machowski

    Jakub_Machowski

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    Oh I would to forgot!
    I would to share with You screenshots and trailer of our game " The End of the Sun", where we used Color map ultra shader and Lux Shader pro a lot! :)



    @larsbertram1 it will be great if You post screenshots and trailer on Your webpage or assetstore to promote Enviro, just add somewhere link to our webpage. Of couse you could use it also to promote your system if you need that :)
    CLICK HERE TO VISIT OUR OFFICIAL WEBSITE

    We hope You 'll like it and add our game to steam wishlist :)
    CLICK HERE TO VISIT OUR STEAM STORE PAGE











    RELEVANT LINKS


    Game’s official website: http://www.endofsun.com

    Facebook: https://www.facebook.com/EndOfTheSunGame

    YouTube Official: https://www.youtube.com/channel/UCFoSXpa4XVRZEC...

    Instagram: https://www.instagram.com/endofsungame/

    Twitter: https://twitter.com/endofthesungame

    Gamedev blog: https://www.endofsun.com/blog/

    Screenshots and gameplay materials: https://www.endofsun.com/#Gallery
     
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  47. BrewNCode

    BrewNCode

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    Hello. I'm an intern in a project that is using your asset and I have some bugs with version 2.0. We are using Unity 2018.2. We also have the 2.5 version imported.

    What would you recommend us to do? Delete the 2.0 version? If so, is the 2.5 version is going to bug out? Should we buy the 3.0 version?

    Thank you for your advise, beforehand.
     
  48. larsbertram1

    larsbertram1

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    hmm, version 2 and 2.5 haven't been updated for years - and i think they are not available any more anyway.
    so you could either think about getting version 3.0 – or getting microsplat (free) and buying the needed plugins (like terrain mesh blending and things like that).

    best,
    lars
     
  49. Redrag

    Redrag

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    I am running v2.5 - just waiting for the right time to move Unity forward.. I am getting these errors in the log (on builds)

    A script behaviour (probably MeshTerrainBlendingTool?) has a different serialization layout when loading. (Read 32 bytes but expected 272 bytes)
    Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?

    Shader 'Terrain/Terrain Colormap Ultra': dependency 'BaseMapShader' shader 'Terrain/Terrain Colormap Ultra' not found

    I started looking at it as I get strange blocks of terrain where the lighting is not right (Its very bright). The exact amount depends on distance. It seems worse on builds than in the editor.
     
    Last edited: Oct 22, 2018
  50. larsbertram1

    larsbertram1

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    this version is pretty old... which version of unity do you use?