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Official Book of the Dead: Environment

Discussion in 'Assets and Asset Store' started by torbjorn, Jun 20, 2018.

  1. shwa

    shwa

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    Thanks Rizu.
    I couldn't find motion blur in post processing.
    I clicked on the main camera to find it.
    Or is it somewhere else?
    I"m wondering if there might be another effect that causes the blur.
    Tx.
     
  2. Ansumi

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    Buen dia, me pueden ayudar a solucionar esos inconvenientes, lo importo en proyecto nuevo :(
     
  3. rz_0lento

    rz_0lento

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    It's motion blur alright, Post Processing Stack v2 uses separate profile asset for it's settings. It's assigned somewhere in the scene on Post Processing Volume, you can probably search for post to find it.

    Edit-> Post Processing Profiles are located in Projects Assets->Scenes->Forest_EnvironmentSample_Profiles or if you open the full scene, post processing volumes on the scene that reference these are in _SCENESETTINGS->_AREASETTINGS-> <various PPV>
     
    Last edited: Jul 7, 2018
  4. Liminal-Ridges

    Liminal-Ridges

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    Since its final why is it in the beta section?
     
  5. rickyvent

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    [QUOTE = "Ansumi, post: 3556303, member: 1875022"] Buen dia, me pueden ayudar a solucionar esos inconvenientes, lo importo en el proyecto nuevo :(
    [/CITAR]
    yo tengo el mismo error, evidentemente no soy programador , estoy en ello
     
  6. rz_0lento

    rz_0lento

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  7. Liminal-Ridges

    Liminal-Ridges

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    How long till final?
     
  8. torbjorn

    torbjorn

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  9. torbjorn

    torbjorn

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    If you're referring to the Standard Assets water, you can't. It doesn't support custom render pipelines.
     
  10. torbjorn

    torbjorn

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    The things inside 'Features' are more or less isolated features implemented specifically for the application, and yes; many of them are indeed useful for a wider variety of projects. Some of them will be integrated / refactored into the engine / SRPs (like occlusion probes and control over cascades staggering), some will be superseded by more modern HDRP implementations (like atmospheric scattering), and some are pure scripts side features that are easier to keep in project-land (like layer / shadow culling)
     
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  11. Liminal-Ridges

    Liminal-Ridges

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    When will all these be completed? Or will be happening over the years?
     
  12. shwa

    shwa

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    Thanks, Rizu.
    Found it and fixed it.
     
  13. shwa

    shwa

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    Ok.

    Does it support any particular water assets from the asset store?

    Are there some technical things we should consider/know if we want to integrate 3d model assets from the asset store?
     
  14. Ansumi

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  15. torbjorn

    torbjorn

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    Still being in preview, I doubt there's a lot of compatible packages in the Asset Store yet (but I'm happy for someone to prove me wrong on this). HDRP does come with a plane reflection component, though, which might help you set up water.


    There's a short writeup from Seb Lagarde about conversion here: https://forum.unity.com/threads/convert-to-srp-hd.514377/#post-3372039
    And a bit more general information https://blogs.unity3d.com/2018/03/16/the-high-definition-render-pipeline-focused-on-visual-quality/ and https://github.com/Unity-Technologi...wiki/High-Definition-Render-Pipeline-overview
     
  16. torbjorn

    torbjorn

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    The problem is this
    Assembly has reference to non-existent assembly 'AxelF' (Assets/Features/Gameplay/Code/Gameplay.asmdef)
    which, in short, is an import bug in the Editor (a fix is being tested internally as we speak).

    You should be able to get past this by right-clicking
    Assets/Features/AxelF/Code
    in the project view and selecting
    Reimport
    .
     
    Last edited: Jul 10, 2018
  17. torbjorn

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    That's hard to say. Different features fall on different teams' plates, and they all have a lot of other things on their roadmaps also.
     
  18. neoshaman

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    Asking in case of any answer or redirection:
    "Proxy Screen Space Reflection & Refraction" is mentioned in today's blog post about HDRP
    Is there any paper, blog, or any source on implementation?
     
  19. rz_0lento

    rz_0lento

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    I'd love to know if that Proxy mode is even supposed to work atm. I know there are issues with current Hi-Z and it's been mentioned it's been disabled atm but I suspect Proxy has been disabled as well, at least I can't seem to put any settings on the scene where SSR with proxy option would have any visual impact on the scene/game view (while testing with HDRP 2.0.4-preview.1).
     
  20. neoshaman

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    At least having an idea of the implementation can help a bit too lol
     
  21. torbjorn

    torbjorn

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  22. dienat

    dienat

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    How can i set the project to use lightweight or normal standard shaders? I added some models using normal standard shader and they are pink. The documentation about how to use lw or hw are not very clear, how can i choose the different pipelines i read you can choose, normal,lw or hw?
     
  23. neoshaman

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  24. zelmund

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    did nothing but just implemented in scene 3 or 4 years old developed our kamaz vechicle...
    and now its new background on my desktop =)
     

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  25. torbjorn

    torbjorn

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    https://docs.unity3d.com/Manual/class-GraphicsSettings.html

    Top item here. Remove rp asset to use legacy pipes.

    Please be aware that if you change back to standard, all the BotD assets will stop working instead, this project specifically targets HDRP. (and as such doesn’t distribute LW since it’s not compatible with it anyway)
     
  26. janr3D-S88

    janr3D-S88

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    I got pink shader graph error when I imported it, is it compatible with the current packages? thanks
     
  27. torbjorn

    torbjorn

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    Sounds like you're importing into an existing project as opposed to a new, empty one? It is recommended to import into a blank (3D template) project, and then export any content you'd like to move to your own project.
     
  28. asd861486

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    so i cant just drag the prefabes to my project?
     
  29. dienat

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    Could i use the textures and models if i move them in a new project using lightweight just using lightweight materials instead the highweight materials?
     
  30. savethecat

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    Hi, awesome pack - this makes me reconsider Unity for AAA game development. I do have one question though.Is it possible to use the shader graph with this pack? I'm getting pink materials when trying to create a new material. Any suggestions? Thanks
     
  31. torbjorn

    torbjorn

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    The shader graph will be included in the next update of the package.
     
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  32. torbjorn

    torbjorn

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    Yes, but you will have to repackage the channels of some of the textures to fit the requirements of LW shaders.
     
  33. torbjorn

    torbjorn

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    I'd recommend exporting all the assets you want to transfer as a package to get all dependencies included (but omit any dependency on shaders as you'll already have those in your target project). https://docs.unity3d.com/Manual/HOWTO-exportpackage.html
     
  34. dienat

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    And how the textures need to be made to fit the lw shader?
     
  35. RohitWasTaken

    RohitWasTaken

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    Can anyone help me with this unclear display on playmode ?
     

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  36. janr3D-S88

    janr3D-S88

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    Yaaaaaayyyyyyyyy!!!!!! When is the next release of the updated package? :D
     
  37. Alexsofting

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    Hello! Can you please tell us how to make a full night with your shader? When I remove the light, the terrain remains bright.:confused:
     
  38. torbjorn

    torbjorn

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    Actually.. turns out LW Standard decided to not support detail textures out of the box. So the good news is that you probably don't have to convert any textures (but the bad news is that you won't have any detail textures). You could use ShaderGraph to add detail texture support, in which case you might as well mimic the HDRP channel layout. Exact details of how to best go about using LW is probably best discussed in the LW forum, though.
     
  39. torbjorn

    torbjorn

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    Did you re-bake the lightmaps?
     
  40. Alexsofting

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    Oh, thanks! A long process but it helped.
     
  41. RonnyDance

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    Was someone able to use the vegetation prefabs like trees, grass, stone etc. of Megascans and Quixel in a normal project without HD SRP?

    I really want to use them in my project together with Vegetation Studio. Since VS does not fully support HD SRP I changed the Shader to Standard Shader which looks pretty weird if you use the "transparent" render mode (No pink issues but problems with transparent parts). By switching it to "fade" the prefabs seem to look ok. Not perfect but ok I think. Any other ideas or recommendations?

    P.S: I hope thats fine from copyright side changing the shader to standard to get the prefabs working in a non HD SRP project?

    Cheers
    Ronny
     
    Last edited: Jul 17, 2018
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  42. TimNick151297

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    Does anyone else got problems to get the distortion on the default Lit Shader working? Tried different settings and input maps, nothing seems to work. Has this feature been disabled for BotD?
     
  43. M0rrigan

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    Hello, when I run the scene inside the editor, all I get is a white screen with sfx. Is it a known issue?
     
  44. torbjorn

    torbjorn

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    It's disabled. It will be re-enabled in the next package update.
     
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  45. torbjorn

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    Not known or expected. Could you share a log file from the editor? https://docs.unity3d.com/Manual/LogFiles.html
     
  46. torbjorn

    torbjorn

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    Nothing to worry about on the legal side of things.
     
  47. TimNick151297

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    Thanks for your answer! Is there a quick way to re-enable it with the current version or is there more to do to make it work?
     
  48. rwozniak

    rwozniak

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    Can we use some of these assets in commercial studio to build Unity game?
     
  49. torbjorn

    torbjorn

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    "Quick" is relative, I suppose. You can diff the Lit* shaders against the official ones to see the differences. You'll also have to enable the effect in the HDRenderPipeline assets.
     
  50. torbjorn

    torbjorn

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    The assets are subject to the asset store eula as printed here: https://unity3d.com/legal/as_terms (non legal answer: yes). Different terms apply to some of the code parts (see ThirdPartyNotices.txt)
     
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