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foliage animation?

Discussion in 'FPS.Sample Game' started by WeirderChimp, Oct 29, 2018.

  1. WeirderChimp

    WeirderChimp

    Joined:
    Nov 21, 2012
    Posts:
    26
    Hello. Firstly this project is really awesome, never really used HDRP before so theres a bit i need to wrap my head around.

    I've been looking at a lot of the natural environment assets and such, and wondering how the foliage is been animated, since the shader is just the standard one(?) and doesn't seem to have any vertex displacement enabled.

    If someone could point out how this works, it would be much appreciated.

    Keep up the good work. Thanks ~Scott
     
  2. Vestergaard

    Vestergaard

    Unity Technologies

    Joined:
    Oct 20, 2016
    Posts:
    31
    So the vertex shader wind in HDRP is in the process of being deprecated and thus has disappeared from the HDRP Material UI. However it's still secretly enabled in our materials.

    You can find the enable wind option by enabling debug mode in the material inspector, but yeah it is secret and wont stay around forever.

    The message from the HDRP team is to use shader graph to create vertex animation in the future.

    As soon as our implemented version of hdrp and shader graph supports subsurface scattering and transmission I will update the foliage shaders in FPS Sample.
     
    Last edited: Oct 30, 2018
  3. Vestergaard

    Vestergaard

    Unity Technologies

    Joined:
    Oct 20, 2016
    Posts:
    31
    Update:
    The version of hdrp that we shipped DOES have the hdrp lit master node in shadergraph with SSS support, so in our next release i should hopefully have the shaders swapped for some handrolled shadergraph wind effects.
     
  4. WeirderChimp

    WeirderChimp

    Joined:
    Nov 21, 2012
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    26
    Thanks for the reply's. Interesting that the old wind shader support is all hidden away like that. But I look forward to getting my hands on the shader graph shader that supports this. Thanks ~Scott
     
  5. Vestergaard

    Vestergaard

    Unity Technologies

    Joined:
    Oct 20, 2016
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    It's just to keep people from starting work that depends on it , while easing it out in time for us to fix our stuff :) I hadn't actually noticed they started deprecating it, so thanks for the head up!
     
  6. JotaRata

    JotaRata

    Joined:
    Dec 8, 2014
    Posts:
    61
    Hmm I don't get the point of hiding that feature, enabling wind animation with just one click is awesome instead off setting every single node in shader graph
     
    NoSpoonAnim likes this.
  7. CommunityUS

    CommunityUS

    Joined:
    Sep 2, 2011
    Posts:
    240
    i think (or hope) the answer to that @JotaRata is that Unity is moving away from the one shader fits all and now going more toward fine grained control of the shader with shader variants. We used to have unity monolithic shaders in the pbr standard shader that were heavy and covered a lot of use cases that when it came time to release we didn't want. this asset is meant to be a sliced point of view of a production delivery process. so that would not be the case for this sample. Elsewhere like with the BotD asset and other places wind can be had and found pretty easy. Just not what we are looking for in this sample I suppose.
     
    JotaRata likes this.