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Discussion in 'World Building' started by GameDevCouple_I, Feb 13, 2019.
As the title, does it still come out as pink or does it at least draw now?
I have the same question. I have upgraded my Grass details to Render in HDRP Dragging them and placing them on the terrain they render fine but using the paint tool they are pink in the editor. Trees are painting fine and I can paint them on with the tree painter but don't really want to delete all the grass detail and repaint. UNITY PLEASE answer this question. Poor guy above me has posted it all over the forums and been given the run around every time.
Unfortunately, there are no shaders for grass in HDRP at the moment
There probably is buried under all that snow. At least that's what I tell myself.
Thanks for getting back to us wyatttt!
If anyone knows the bare minimum required to get a shader working with grass on HDRP then that would be amazing knowledge to share!
Whether via shader graph or by hand, I dont mind doing some heavy lifting shader work to get this running as its the only thing making HDRP a pain to use. The tree brush just is not the same otherwise I would use that
Hey all So here I've managed to get a very basic core shader working on terrain detail painting. Billboard mode and coloring does not work as of yet but it does the job. As I've stated on github as well, no idea about performance but on a few tries, it looks just fine
Here you go for starters:
You Sir/Madam, are a saint!
This is amazing, thanks so much. Hopefully between the amazing people here on this forum we can get the coloring and billboarding working too
Updated it with experimental wind.
The hero we needed and never deserved that we never saw coming.
Is this still the case with the full release of 2019.1, or have they fixed the terrain to be compatible with the latest version?
I tried on 2019.1 and it was still broken. Unity really needs a better mesh painting tool like Unreal's Foliage.
>or have they fixed the terrain to be compatible with the latest version?
There is currently no plan to support Grass detail in HDRP. Alternative solution are worked on. No ETA.
That's...disappointing. Is there any sort of reason?
The lack of support on this, what appears to be simple issue, makes me feel like the oddball, thinking that grass on a terrain is a normal thing to try and do...
Rendering basic grass planes is actually very inefficient due to the overdraw. It's also tied to the old built-in renderer, so it's not surprising that it's not supported. I would say to use detail objects for grass, but that doesn't seem to work properly either. I am happy to hear about an alternative solution though.
I can understand that, then. But I hope the devs can understand how odd it is to open a game engine, try to use the "released" SRP, and be unable to use the built-in solution for terrain and grass.
What this really means, is that I'm unable to use the shiny new VFX Graph or Shader Graph, because they're somehow locked behind SRP as well, which my project is incompatible with due to the fact that my world needs grass and trees.
Keep in mind that the HDRP is still WIP - with an out-of-preview release expected for 2019.3.
Flamacore made a hack for HDRP grass - see post #6. Have you tried it yet?
Well here we are in 2019.2 beta and 2019.3 alpha...what world does Unity live in? A 2D world? Heads up.... 3D terrain... composed of grass and water. So this is the second statement I have heard from someone @ Unity that there are no plans currently for grass or oceans for HDRP. If that's the official stance say so... don't want to waste any future dev work if I have to move to a different platform.
Well, HDRP is still in preview. And it has already been mentioned by @SebLagarde that there is alternative to the old detail sprites being worked on.. although I would be curious to know what that is and when it is coming. Hopefully something like Unreal's foliage tool. As for "oceans", you can probably make something decent enough with the shader graph, but I wouldn't expect too much unless you know what you are doing. Unreal doesn't have a built-in water solution either.
Just out of curiosity -- is this being planned for ECS / DOTS instead of shader instancing?
How does doing grass with something like ECS compare to doing it solely in the shader?
The MegaCity demo makes it seem like this could be feasible, but I'm still not quite sold. Anyone tried something like this?
Last time i heard this is their actual plan, to include the grass/terrain detail in DOTS instancing. i assume GPU instancing are part of DOTS Instancing , Don't take my word for the last as i'm still trying to confirm what is DOTS instancing actually
Not sure where this came from, but I found this someplace -- Does anyone know an article or tutorial this github is associated with?
Seems like the new DOTS-oriented grass/object instancing stuff.
Well, that's quite a long stretch for such a basic feature. The only way right now is probably to use Vegetation Studio Pro, which still has just a limited support of HDRP tho. It is also built on top of DOTS.
We're in prototyping phase with our project, but not being able to get together a basic picture of game visuals due to missing features like grass is very limiting.
There was a HDRP grass hack by Flamacore but doesn't work anymore since 2019.1+ for some reason.
Did anyone figure out atleast some temporary solution for this?
We've setup a GPU instanced vegetation rendering solution to be released for our upcoming product. The videos are from the demo scene in HDRP:
Having issues here also, far from ideal!