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Discussion in 'Assets and Asset Store' started by larsbertram1, Sep 11, 2017.
then there is no reason why it would take so long. have you tried the full demo terrain as well?
which render pipeline do you use? BIRP or URP?
i just tested ATG 1.36.1 and 1.4 using BIRP on an Mac Book Pro M1.
so it runs on metal and should run on iOS as well.
for some reason the HiZBuffer texture is not set - maybe the shader is broken - or you have diabled the component on the camera?
i tested the full demo.whith compute enabled.
Thank you for the help, but I had to disable ATG on the iOS version and keep it only on Android.
this is far from being ideal....
the grassmanager script has a bool: useHizCulling. usually this is set to false if VR is active or you use URP or HDRP.
you could set it to false
if (Application.platform == RuntimePlatform.IPhonePlayer)
this will make the compute shader skip the HiZCulling by using another kernel.
Running into a issue when in the project. I see the grass but ingame when hitting playing I see pink squares per cell. I verified the grass is properly set to the shader.
-my mistake. Was wrong shader.
Hi! Can I use this asset with 2022 LTS, URP pipeline?
that should be absolutely fine.
Hello! Have a few questions.
Is ATG more or less a Nature Renderer equivalent/replacement?
Can I feed it my prefabs using boxophobic shaders and have ATG take over rendering them?
Does it support tree rendering? (I know it's called grass but figured I'll ask just in case it does nowadays )
i am not that familiar with nature renderer, sorry.
if these shaders support the atg instsncing then yes. apart from that: the original atg should be way more performant. so i would think twice before i used other shaders.
trees are not supported.
Strange 'bug' I notice
With TAA & Motion blending high eg 0.95 if you spin the camera for each patch of grass there will be a single unit of foliage grass drawn as a ghost and at scale 1,1 even if the grass is set to draw at say size 0.5, it disappears when the camera stops its quite distracting though so either TAA cant be used of motion blending has to be turned right down
This is with built in pipeline with deferred rendering
that is really a strange bug. as the built in render pipeline does not support proper motion vectors.
sounds as if unity tries to draw the grass and fails so only a single instance gets drawn - most likely in the center of each bucket?
I assume so, You can see it also?. I tried to take a picture but only really shows up in motion, I could make a video.
Its weird cause it ultimately gets drawn perfect. Also with not using ATG there is no flickering.
My post was more of a heads up for other ppl on how to get rid of it.
i haven't seen it so far.
how do you get rid of it?
Use a different AA method or with TAA, turn motion blending to 0.0