Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice
  3. Dismiss Notice

► Curved World ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Jul 28, 2015.

  1. Juice-Tin

    Juice-Tin

    Joined:
    Jul 22, 2012
    Posts:
    255
    Thanks for the response!

    1. I've tried a number of things but can't get this working. This works separately, but when both cameras in the switch, they both just stay on.
    Code (CSharp):
    1.  
    2.     void Awake(){
    3.         CurvedWorldController Controller = GetComponent<CurvedWorldController>();
    4.    
    5.         RenderPipelineManager.beginCameraRendering += (context, camera) => {
    6.             switch(camera.name){
    7.                 case "ReflectionCamera":
    8.                     Controller.SetBendCurvatureSize(0);
    9.                     break;
    10.                 case "PlayerCamera":
    11.                     Controller.SetBendCurvatureSize(5.25f);
    12.                     break;
    13.             }
    14.         };
    15.     }
    16.  
    2. Thanks! Will give it a try later

    3. It's implemented in each object's shader, basically something like this, where I can lerp between 2 colors based on the pixel height in the world.



    However this doesn't affect the curved world -- I've tried a number fixes by adding/subtracting the curved world vertex offsets to my WorldPosition but can't figure out anything that works.

    <Video of what happens>

    Any help would be appreciated! Thanks
     
    Last edited: Apr 2, 2024
  2. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    Send me your fog shader and a very simple scene demonstrating its usage on support e-mail, with asset purchase invoice and I will check. Also used Unity version and render pipeline.
     
    Last edited: Apr 3, 2024
  3. OmarVector

    OmarVector

    Joined:
    Apr 18, 2018
    Posts:
    144
    @Arkhivrag

    We have infinite runner game, all shaders we are using are unlit curved, however, SRPBatcher seems to struggle to batch them and it takes significant amount of time.

    SRPBatcher show we have only 22 draw calls. while SRPBatcher we have around 80draw calls. this hiccup you see happen on all platforms, not just mobile, it happenes on android and on mac m1 pro max as well.

    I tried every trick of optimization and nothing left to do.

    if you could offer any suggest would be super:)

    Thanks you
    upload_2024-5-16_8-23-37.png
     
  4. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    Unity version?
    Render pipeline?
    Unlit shader is manually made (using ShaderGraph / ASE) or one that comes with package?
     
    OmarVector likes this.
  5. OmarVector

    OmarVector

    Joined:
    Apr 18, 2018
    Posts:
    144
    Unity version: 2022.3.16f1
    URP version : 14.0.9
    CurvedWorld Version : 2024.1

    its Unlit shader that is shipped with CurvedWorld package.
     
  6. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    Can you try custom unlit shader made using ShaderGraph?
    Check Manual file on page 45 to create simple test shader.

    If it has the same behavior, then it means that Unity just works that way and nothing can be "fixed" from my side.
     
  7. OmarVector

    OmarVector

    Joined:
    Apr 18, 2018
    Posts:
    144
    I will try and also gonna try lit one and update you.
     
  8. c6u2

    c6u2

    Joined:
    Nov 15, 2013
    Posts:
    34
    May I ask how to solve the problem I encountered after importing the plugin?
     

    Attached Files:

  9. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    Unity version?
    Render pipeline?
     
  10. c6u2

    c6u2

    Joined:
    Nov 15, 2013
    Posts:
    34
    Tuanjie Editor 1.1.3 & URP;
    I commented out this section of Include, so it seems like there's no problem?
     
  11. Frpmta

    Frpmta

    Joined:
    Nov 30, 2013
    Posts:
    499
    Does this asset support curved terrains in any HDRP version?
    How come there isn't a single terrain example when one of them could so useful.

    Tried 2021, 2022, 2023, terrain shader is broken in all of them. Doesn't receive shadowing and the terrain clips and then disappears whenever the camera gets close and no tinkering with any terrain LOD setting seemed to change that broken behavior.

    A scene that shows the proper setup for a very simple terrain would come in handy.
     
    Last edited: May 29, 2024
  12. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,596
    Just curious here - does every mesh in the game have to use the Curved World shader on it? If so, how do you make use of other shaders? Isn't restricting yourself to one shader a little extreme?

    Edit - nevermind, found in the docs how it works. Super interesting!
     
    Last edited: May 28, 2024
  13. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    Terrain rendering is not guaranteed. Documentation even has a terrain dedicated chapter.
     
    Frpmta likes this.
  14. daesung_unity

    daesung_unity

    Joined:
    Jan 8, 2021
    Posts:
    7
    I am composing a scene using Globa lIllumination, and I was using the existing HDRP/Lit, but in order to apply Curved World, I changed the shader to Amazing Assets/Curved World/Lit. If you do that, Global Illumination doesn't seem to work properly. What's wrong?
    (Attachment 1 image is an image with Curved Shader applied, and attached 2 image is an image with HDRP/Lit applied.)
    And which shader should I use to apply the decal?
     

    Attached Files:

  15. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    Unity version?
     
  16. daesung_unity

    daesung_unity

    Joined:
    Jan 8, 2021
    Posts:
    7
    The version is 22.3.22. It is HDRP and was carried out by installing the HDRP package.
     
  17. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    No problems found at my side:

    upload_2024-5-31_12-46-18.png
     
    Last edited: May 31, 2024
    daesung_unity likes this.
  18. daesung_unity

    daesung_unity

    Joined:
    Jan 8, 2021
    Posts:
    7

    Thank you very much for your reply.
    However, I want to apply it to a project that uses RealTime GI. Is it possible to apply it to RealTime GI as well?
     
  19. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    cw800.gif
     
  20. daesung_unity

    daesung_unity

    Joined:
    Jan 8, 2021
    Posts:
    7


    Is it correct that the example shown uses real-time light and gets brighter as the Indirect Multiplier value increases?
    When I did it, changing the Indirect Multiplier value did not affect the light.

    Can I see the Unity project you created?
    My email is daesung@mocapot.com
     
    Last edited: Jun 4, 2024
  21. daesung_unity

    daesung_unity

    Joined:
    Jan 8, 2021
    Posts:
    7
     

    Attached Files:

  22. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005
    Contact me on support email(support@amazingassets.world) with asset purchase invoice.
     
  23. MohammadAlkhalailah

    MohammadAlkhalailah

    Joined:
    Aug 16, 2017
    Posts:
    6
    Hello,
    Did you solve this issue?
     
  24. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    3,005