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ats color map ULTRA shader [RELEASED]

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

  1. Peleus

    Peleus

    Joined:
    May 4, 2013
    Posts:
    14
    I am having trouble applying the splat map. When I press the "Apply Splay map" button I get an error and msg to fix the splat map import to argb 32 format. I do not know of a way to do this other than in code. Am I missing something?
     
  2. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hi peleus,

    find your splat map in the project tab and activate it so its propertiers will show up in the inspector.
    look for the "format" select and switch it from "compressed" to "truecolor".
    even better would be to go to the "texture type" select and change it from "texture" to "advanced": next to selecting the right color format doing so will give you the possibility to check "read/write enabled" which otherwise has to be done by the script.

    lars
     
  3. Peleus

    Peleus

    Joined:
    May 4, 2013
    Posts:
    14
    Thank you Lars, I totally over looked the override. at the bottom.
     
  4. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    you are welcome!
     
  5. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    Hi Lars, just bought it!

    Couple of notes.

    First of all, while setting up the terrain, as warned, yes I have some strange stuff going on.
    Especially I noticed that if not all textures are set up, at one point in the process I can see the screen render mapped on the terrain as specular or something.
    Is this wanted? Because it's really odd and I'm afraid it's not something wanted.

    I have also noted that the third detail texture is rendered double sized respect to the other ones.
    Is there a reason for that or it's working as intended?
     
  6. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    i am not sure what you mean by "as specular" – but you have to assign all detail textures (including their normals) and set up the average color values before you will see the final terrain.

    the third textures supports multi uv mixing, which means that a second sample of the same texture is mixed with the original one in order to reduce tiling artifacts. due to this reason this slot should be used by a high frequency texture like rock. so yes: it is intended.
    you can change the size of the second sample mixed with the original texture in the "multi uv" foldout.
    in case your rock texture is not stored in the blue channel of your splat map you can simply swap channels in photoshop.

    lars
     
  7. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    Uhm yes, that's what I was doing as well before buying your plugin.
    But now things got more difficult to set up.
    The global terrain diffuse map needs to be in "real" colours.
    You didn't need to make this with the normal Unity shader.

    So the question is: how do you produce a proper global terrain diffuse map with World Machine?

    I am nearly done by using the COLORIZER and COMBINER nodes but I don't think this is the best way to go.
     
  8. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    absolutely right, but the global color map is one of the big advantages of this shader ;-)

    once again i would point you to have a look at wenda’s tutorial:
    http://www.youtube.com/watch?v=p0o3bqoM0Qg

    personally i use slopes masks and flow masks far more over the colorizer option to generate color maps and splat maps within photoshop.

    lars
     
  9. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    Thanks! I didn't know about that tutorial, but it's quite long, I'll watch it later today :D

    Btw, the main diffuse texture still looks very bright.
    I have to make it with all colours lower than 100 in value.
    Is this correct?
     
  10. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
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    nope, you can use any color you would like of course.
    but please make sure you have adjusted the alpha channel of the detail textures correctly (gloss).

    lars
     
  11. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    Just spotted a bug (even if it looks strange that nobody else saw it): normal maps of materials 1 and 2 are inverted.
    If I put my normal map of grass (which is material 1 in the terrain) in the first slot, and rock in the second slot and then mix them, they come up inverted.
     
  12. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hi there,

    you are right: there was a bug with combining normal textures in version 1.5. :-(
    this has been fixed in version 1.6 which has been released tonight. :)

    lars
     
  13. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hi there,

    version 1.6 is now available giving you:

    Color Painting Tool
    - New: Paint on your color map and make adjustments right within unity.

    Fresnel based color reflection
    - New: Create wet surfaces by adding fully controllable color reflections – both on terrain and blended geometry.

    Editor – Workflow improvements
    - New: Terrain splat maps are automatically grabbed from the terrain.
    - New: Combined normal maps will be automatically assigned.
    - New: Any new mesh blending material will be automatically assigned to the terrain it was created from.
    - New: You can import 2 splat maps and "write" them to the terrain.
    - Changed: The layout of the editor has become much more compact.
    - Fixed: "Create combined normals" function fixed.

    Shader
    - New: Elevation for each detail texture added so you can tweak the "fictional" height of each detail texture.
    - Some minor performance tweaks.


    $features_15_16n.jpg

    $wet_surfaces.jpg

    $elevation_01.jpg

    $colormap_painting.jpg

    Please check it out and give me your feedback,

    lars
     
    Last edited: May 16, 2013
  14. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    We can install this over 1.5 without problems?
     
  15. homeros

    homeros

    Joined:
    Dec 23, 2009
    Posts:
    121
    Is there any chance you can pack U3 and U4 versions as different package files and send just those to Asset Store? This way U4 users can just click on the package file and import everything, while it won't throw any errors in U3 projects. Some assets use this method for supporting both JS and C# versions but I guess it would work for your package too.

    btw after updating to 1.6, I got these errors:
    on these lines:

     
    Last edited: May 7, 2013
  16. homeros

    homeros

    Joined:
    Dec 23, 2009
    Posts:
    121
    Solved the above problem by copying lines from U3 version. I don't know if it's fully working yet but at least it doesn't throw any errors:

    Change your combineNormalMaps function with this

     
  17. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
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    that should work – but i would always recommend to make a backup though.
     
  18. larsbertram1

    larsbertram1

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    i will have a look into this, thanks for pointing it out.

    lars
     
  19. larsbertram1

    larsbertram1

    Joined:
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    6,898
  20. Jack_M

    Jack_M

    Joined:
    Aug 12, 2012
    Posts:
    11
    Hey there larsbertram1,
    I know there is no compatibility with DX 11, but I was wondering if that was in your plans for the next fix. It would be incredibly helpful as I am an incompetent coder and in dire need of using DX 11. Thanks for an awesome shader and I hope that DX 11 compatibility is an option for a fix.

    Thanks,
    Jack M.
     
  21. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hi jack,
    as i am on mac i can’t test the shader under dx11.
    but alextelford has added dx11 support for version 1a while ago which i have incorporated into version 1.5 and 1.6, so it should work.
    at least compiling the shader in unity 4 (on mac…) gives me some warnings about dx11 but no errors.

    have you already tested the latest version under dx11?

    lars
     
  22. Jack_M

    Jack_M

    Joined:
    Aug 12, 2012
    Posts:
    11
    Thanks for the quick reply larsbertram. I have tested it out with the newest version and the main issue I'm facing (no script errors popped up) is that the textures on the terrain go extremely low res when I activate DX 11. I'll show you a picture in so you can see what I mean. $DX11TextureProblem.jpg
     
  23. SevenBits

    SevenBits

    Joined:
    Dec 26, 2011
    Posts:
    1,953
    This shader is not​ DX11 compatible.
     
  24. ronan-thibaudau

    ronan-thibaudau

    Joined:
    Jun 29, 2012
    Posts:
    1,722
    ? Just 2 posts ago the author asked if he had tested under DX11 that it should work. Sounds to me like it's supposed to be compatible.
     
  25. SevenBits

    SevenBits

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    Dec 26, 2011
    Posts:
    1,953
    Well, judging by the problems people seem to be having I'd say it works​ with DX11, but it doesn't quite seem to be at the point where I'd call it compatible.
     
  26. Zen-Davis

    Zen-Davis

    Joined:
    Aug 14, 2009
    Posts:
    285
    But if it doesn't do what it's supposed to with DX11 enabled, that means its not working. I'm not too worried about it. I have faith that larsbertram1 will take care of it.
     
  27. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hi there,

    i will have a look into dx11 support as soon as i get my hands on a pc.
    so please just keep doing your work and stick to dx9 meanwhile.
    @jack: as your screenshot shows you are using a lot of other shaders in your project (like nuaj).
    so what’s about the simply using the shader with dx11?

    lars
     
    Last edited: May 9, 2013
  28. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    btw:
    version 1.6a is online – containing a bugfix for combining normal maps in unity 4.

    lars
     
  29. Zen-Davis

    Zen-Davis

    Joined:
    Aug 14, 2009
    Posts:
    285
    Thanks for the update!

    I just updated and got this error though...

    $B8wyK7S.png
     
    Last edited: May 9, 2013
  30. Jack_M

    Jack_M

    Joined:
    Aug 12, 2012
    Posts:
    11
    Alright, so I thought I would go a step further and just make a quick video in so you can see my problem in a better light. In the video you'll notice that it's in a completely new project with nothing else in it, and just a complete blank slate. I don't want to give too much of it away so here you go. http://www.youtube.com/watch?v=8hFXQEwn3k4
     
  31. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hi jack,

    thanks for the video. it looks like unity does not use the shader at all bit simply the fall back one. so the terrain just shows the rather blurry basemap…
    today i had the chance to work on an old dell laptop and had a look on the shader running under dx11.
    so i have sent you a pm. please check it out and let me know if the fixed shader(s) work for you.

    lars
     
  32. homeros

    homeros

    Joined:
    Dec 23, 2009
    Posts:
    121
    I have found one minor bug (though I don't know if this counts as a bug). When using a custom builder you get the error
    from the script ColormapPaintingToolEditorU4.cs

    To fix this I've put #ifUNITY_EDITOR #endif around using UnityEditor;
    You've already put those around the class part, but the using line also gives that error. You may want to change that for next version.
     
  33. Aieth

    Aieth

    Joined:
    Apr 13, 2013
    Posts:
    805
    I just bought this, imported it and fixed the file extensions for unity 4 and I get a host of errors from CustomTerrainScriptColorMapUltraEditorU4, any ideas?

    Code (csharp):
    1. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(446,97): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev1' and no extension method `Elev1' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    2.  
    3. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 446)
    4.  
    5. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(446,64): error CS1502: The best overloaded method match for `UnityEditor.EditorGUILayout.Slider(string, float, float, float, params UnityEngine.GUILayoutOption[])' has some invalid arguments
    6.  
    7. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 446)
    8.  
    9. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(446,64): error CS1503: Argument `#2' cannot convert `object' expression to type `float'
    10.  
    11. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 446)
    12.  
    13. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(446,40): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev1' and no extension method `Elev1' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    14.  
    15. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 446)
    16.  
    17. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(449,97): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev2' and no extension method `Elev2' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    18.  
    19. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 449)
    20.  
    21. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(449,64): error CS1502: The best overloaded method match for `UnityEditor.EditorGUILayout.Slider(string, float, float, float, params UnityEngine.GUILayoutOption[])' has some invalid arguments
    22.  
    23. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 449)
    24.  
    25. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(449,64): error CS1503: Argument `#2' cannot convert `object' expression to type `float'
    26.  
    27. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 449)
    28.  
    29. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(449,40): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev2' and no extension method `Elev2' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    30.  
    31. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 449)
    32.  
    33. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(452,97): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev3' and no extension method `Elev3' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    34.  
    35. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 452)
    36.  
    37. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(452,64): error CS1502: The best overloaded method match for `UnityEditor.EditorGUILayout.Slider(string, float, float, float, params UnityEngine.GUILayoutOption[])' has some invalid arguments
    38.  
    39. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 452)
    40.  
    41. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(452,64): error CS1503: Argument `#2' cannot convert `object' expression to type `float'
    42.  
    43. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 452)
    44.  
    45. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(452,40): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev3' and no extension method `Elev3' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    46.  
    47. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 452)
    48.  
    49. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(455,97): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev4' and no extension method `Elev4' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    50.  
    51. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 455)
    52.  
    53. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(455,64): error CS1502: The best overloaded method match for `UnityEditor.EditorGUILayout.Slider(string, float, float, float, params UnityEngine.GUILayoutOption[])' has some invalid arguments
    54.  
    55. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 455)
    56.  
    57. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(455,64): error CS1503: Argument `#2' cannot convert `object' expression to type `float'
    58.  
    59. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 455)
    60.  
    61. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(455,40): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev4' and no extension method `Elev4' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    62.  
    63. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 455)
    64.  
    65. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(458,97): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev5' and no extension method `Elev5' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    66.  
    67. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 458)
    68.  
    69. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(458,64): error CS1502: The best overloaded method match for `UnityEditor.EditorGUILayout.Slider(string, float, float, float, params UnityEngine.GUILayoutOption[])' has some invalid arguments
    70.  
    71. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 458)
    72.  
    73. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(458,64): error CS1503: Argument `#2' cannot convert `object' expression to type `float'
    74.  
    75. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 458)
    76.  
    77. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(458,40): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev5' and no extension method `Elev5' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    78.  
    79. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 458)
    80.  
    81. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(461,97): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev6' and no extension method `Elev6' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    82.  
    83. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 461)
    84.  
    85. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(461,64): error CS1502: The best overloaded method match for `UnityEditor.EditorGUILayout.Slider(string, float, float, float, params UnityEngine.GUILayoutOption[])' has some invalid arguments
    86.  
    87. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 461)
    88.  
    89. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(461,64): error CS1503: Argument `#2' cannot convert `object' expression to type `float'
    90.  
    91. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 461)
    92.  
    93. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(461,40): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev6' and no extension method `Elev6' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    94.  
    95. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 461)
    96.  
    97. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(755,89): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev1' and no extension method `Elev1' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    98.  
    99. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 755)
    100.  
    101. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(755,103): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev2' and no extension method `Elev2' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    102.  
    103. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 755)
    104.  
    105. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(755,117): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev3' and no extension method `Elev3' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    106.  
    107. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 755)
    108.  
    109. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(755,131): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev4' and no extension method `Elev4' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    110.  
    111. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 755)
    112.  
    113. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(755,138): error CS1502: The best overloaded method match for `UnityEngine.Vector4.Vector4(float, float, float, float)' has some invalid arguments
    114.  
    115. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 755)
    116.  
    117. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(755,138): error CS1503: Argument `#1' cannot convert `object' expression to type `float'
    118.  
    119. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 755)
    120.  
    121. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(755,38): error CS1502: The best overloaded method match for `UnityEngine.Material.SetVector(string, UnityEngine.Vector4)' has some invalid arguments
    122.  
    123. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 755)
    124.  
    125. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(755,38): error CS1503: Argument `#2' cannot convert `object' expression to type `UnityEngine.Vector4'
    126.  
    127. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 755)
    128.  
    129. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(825,119): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev1' and no extension method `Elev1' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    130.  
    131. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 825)
    132.  
    133. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(825,133): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev2' and no extension method `Elev2' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    134.  
    135. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 825)
    136.  
    137. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(825,147): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev3' and no extension method `Elev3' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    138.  
    139. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 825)
    140.  
    141. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(825,161): error CS1061: Type `CustomTerrainScriptColorMapUltraU4' does not contain a definition for `Elev4' and no extension method `Elev4' of type `CustomTerrainScriptColorMapUltraU4' could be found (are you missing a using directive or an assembly reference?)
    142.  
    143. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 825)
    144.  
    145. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(825,168): error CS1502: The best overloaded method match for `UnityEngine.Vector4.Vector4(float, float, float, float)' has some invalid arguments
    146.  
    147. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 825)
    148.  
    149. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(825,168): error CS1503: Argument `#1' cannot convert `object' expression to type `float'
    150.  
    151. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 825)
    152.  
    153. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(825,68): error CS1502: The best overloaded method match for `UnityEngine.Material.SetVector(string, UnityEngine.Vector4)' has some invalid arguments
    154.  
    155. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 825)
    156.  
    157. Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs(825,68): error CS1503: Argument `#2' cannot convert `object' expression to type `UnityEngine.Vector4'
    158.  
    159. (Filename: Assets/ats colormap ultra terrain shader 1.6/Scripts/Editor/CustomTerrainScriptColorMapUltraEditorU4.cs Line: 825)
     
  34. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hi aieth,

    it seems as if not the latest version of the CustomTerrainScriptColorMapUltraEditorU4 script was included into the package but rather and old one…
    so here is a link to the latest version:
    http://dl.dropboxusercontent.com/u/...riptsU4/CustomTerrainScriptColorMapUltraU4.cs

    sorry for the inconvenience,

    lars
     
  35. Jack_M

    Jack_M

    Joined:
    Aug 12, 2012
    Posts:
    11
    Here's the image that I was trying to send to you Lars. The real issue is purely with these errors. Sorry about the mix up.
    Thanks,
    Jack McKelvie
    $ProblemWithOriginalsetupandDX11Fix.jpg
     
  36. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    No image, LOL.
     
  37. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hotfix for version 1.6a and unity 4

    hi jack,

    you are getting the same errors as aieth as not the latest version of the CustomTerrainScriptColorMapUltraEditorU4 script was included into the package v1.6a but rather and old one…
    so here is a link to the latest version:
    http://dl.dropboxusercontent.com/u/2...rMapUltraU4.cs

    lars
     
    Last edited: May 16, 2013
  38. Peleus

    Peleus

    Joined:
    May 4, 2013
    Posts:
    14
    Your links to the forum and the demo on the Unity Store page are dead, at least in the US.
     
  39. Peleus

    Peleus

    Joined:
    May 4, 2013
    Posts:
    14
    I am not understanding how the two decal channels are used. I have read a reference to the fact that you are re-using one of the other detail channels? If so how do you apply the "decal". I'm assuming it is nothing to do with the decal material type in base unity. This is a great addition to the Unity tool kit and it is looking way better than the first pass shader, but I think the next step would be to provide (someone?) a video tutorial that shows a solid pipeline to get to the quality in the demo from existing textures/maps. For reference I am using the pro version of L3DT to create splat/color/normal maps.

    Thanks for your help!
     
  40. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    yes. as the shader only supports 6 detail textures it takes texture 3 and 4 when painting decals and blends them with the underlaying textures based on an "estimated" heightmap and the opacity you are painting with.

    right. in order to paint decals you have to assign 8 detail textures to your terrain. it does not matter what kind of texture you assign to slot 7 or 8 as the shader will simply take texture 3 and 4 as mentioned above but in order to not get confused i would recommend to reassign the textures from slot 3 and 4 to slot 7 and 8.
    now that you have 8 detail textures you can simply select texture 7 and start painting on the terrain.
    texture 7 will show up as decal, so if you are working with the demo terrain painting with texture 7 will allow you to redefine the borders of the rock texture (which is located in slot 3).

    there are just too many ways… but a very good tutorial on how to create a height map, color map and splat map using an external editor like world machine can be found here: http://www.youtube.com/watch?v=p0o3bqoM0Qg

    lars
     
  41. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    Cool, thanks to this post I now know how to use decals :D was wondering myself how they worked :D
     
  42. Aieth

    Aieth

    Joined:
    Apr 13, 2013
    Posts:
    805
    No problem! Thanks for the help. I'm in love with this shader, Unitys built in terrain capabilities almost deterred me from using it but with your shader I'm able to do exactly what I wanted to. This is probably the most well spent money I've ever spent on software!

    $Terrainpic.jpg
     
    Last edited: May 16, 2013
  43. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    thanks a lot aieth,
    your terrain looks nice. keep up the good work,

    lars
     
  44. Pirogun

    Pirogun

    Joined:
    Dec 1, 2012
    Posts:
    31
    I am having trouble with implementing your shader.

    My old technique made a very nice looking texture but I wanted it to be better so I got your asset.

    I made a very crude colormap for testing purposes and when I made the materiel and put it on my terrain it looked bad so I don't know what the problem is with my configuration.
    I am only using 4 textures
     

    Attached Files:

    Last edited: May 21, 2013
  45. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    You only need to learn to use it, then you'll have better results than with your old technique.
     
  46. Pirogun

    Pirogun

    Joined:
    Dec 1, 2012
    Posts:
    31
    I am not sure what that means, my old technique doesn't utilize this asset at all and also the colormap should flip on its y-axis and I don't know how to do that
     
  47. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350

    You never stop learning, especially if you work in this field, or even if you are in this field as a hobby.
    I imagine you used a painting program at one point in your workflow.
    Open the painting program, load the colormap, go to transform/resize image or similar, and select mirror/flip in the commands/menu.
    I think it's much better to learn some simple things and put to work the stuff you bought than stay in ignorance and ask refund, but it's up to you of course.
     
  48. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    hi pirogun,

    having a look at your images and your setup there are several things that attract my attention:

    - splatalpha0 texture: your custom splat map shows colors like magenta and a very bright cyan – but it only should have colors like red, green and blue and some mixing values between those colors. so it seems as if it is corrupted.
    - the average color values of your detail textures: to me it looks as if the average color values you have assigned do not fit those of your detail textures: especially average color 4 (bright yellow or lime) does not fit the color of your sand texture at all.
    - you have not assigned any combined detail normal maps which will lead to corrupt lighting in the foreground.

    have you used the "CustomTerrainScriptColorMapUltraU4" to setup your terrain? it will give you the possibility to:
    - get correct average color values
    - and create combined detail normal maps
    just with a single click (each…).

    texture orientation
    in case you generate your terrain maps outside of unity import the terrain normal and color map just as they are, splat map and height map have to be flipped on the y axis.

    lars
     
  49. Zen-Davis

    Zen-Davis

    Joined:
    Aug 14, 2009
    Posts:
    285
    I just want to say that Lars is a F***ing incredible developer and everyone looking for a terrain solution for Unity should definitely buy ATS Ultra!

    I was having some issues with DX11 and the ATS Ultra shader and Lars not only troubledshoot those issues for me personally, but even pointed out mistakes that we had made in order to get us on the right track. He's an absolute wonder and I've loved doing business with him! You will too! He has taken great personal care to respond to us and undoubtedly I can say I trust him wholly!
     
  50. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,898
    thanks zen…
    then i can start to finalize the official dx11 release of the shader.
    hope to get it online soon,

    lars