Search Unity

[Released] R.A.M River Auto Material.

Discussion in 'Assets and Asset Store' started by NatureManufacture, Oct 13, 2017.

  1. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    Turn on gizmo button at scene window at unity 2019.3. It's 2019.3 engine change bug or feature.
    https://gyazo.com/8ede788ce44741de2fdc946331a4b81c
    If this will not help then restart engine layout.
     
    jammer42777 likes this.
  2. ta98cb250f

    ta98cb250f

    Joined:
    May 26, 2014
    Posts:
    6
    For which shaders?
     
  3. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    Mobile shaders
     
  4. ta98cb250f

    ta98cb250f

    Joined:
    May 26, 2014
    Posts:
    6
    I've tried it and it doesn't work.
     
  5. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    841
    Can you see the handles for all objects?
    If not, gizmos are off. If so, you may have a corrupted file from downloading. You could try delete RAM and reinstall.
     
  6. ta98cb250f

    ta98cb250f

    Joined:
    May 26, 2014
    Posts:
    6
    I'm testing it on the Galaxy S6, is it a device issue?
    I ran a test in ShaderGraph to show the difference between SceneDepth and ScreenPosition.a, and confirmed that a stripe pattern appears.
     

    Attached Files:

  7. KookaNova

    KookaNova

    Joined:
    Apr 28, 2020
    Posts:
    2
    I tried turning on Gizmos after my message yesterday and it didn't work. I could manipulate the points more easily so I was pretty happy with that, but making new ones was just a little awkward. However, I tried again just now and it worked with no problems. I reinstalled the whole package. Maybe something went wrong in my test project or maybe the script just wasn't loading. Seems to work now though.
     
  8. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    URP have few errors raported in this area. Do you have custom terrain shader?
    We test that at s6 and it works. Check without terrain and ofc use 7.31 urp. URP 7.18 have strong issues.
     
  9. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    Asset import process is not perfect at asset store:) I'm glad it works.
     
  10. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    841
    Yay!

    I've run into that kind of thing with other assets and found it was the download was messed up. Glad you got it working.
    Sometimes, it seems, Unity's server skips a beat or something and you get all the files but it just doesn't work.
    Have fun with the rivers
     
  11. jammer42777

    jammer42777

    Joined:
    Apr 21, 2014
    Posts:
    116

    I've got it running thank you so much!
     
  12. cpkcpk

    cpkcpk

    Joined:
    Dec 13, 2019
    Posts:
    48
    Does anyone know how to get Aura 2 working with RAM water? The instructions earlier in this thread don't work on the latest RAM shaders.
     
  13. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    Solution should be available soon as support pack inside asset.
     
    cpkcpk likes this.
  14. cpkcpk

    cpkcpk

    Joined:
    Dec 13, 2019
    Posts:
    48
    Great, thank you! Look forward to using them together.
     
  15. Zeevex

    Zeevex

    Joined:
    Jan 15, 2018
    Posts:
    28
    Helloo! hope yall are doing well

    just wanting to ask a couple of question regarding the asset before i purchase

    I'm looking to simulate objects that float down stream, I'm wondering if there are any assets alongside this asset, that supports buoyancy + using a flow-field of some sort to push physics objects in the direction of the river flow..

    EDIT: I've noticed you do have objects floating down stream, and i'm assuming they follow the flow field..
    Any chance you're planning on implementing the ability to concave the shader if there is say a bucket or a raft on the water?
    and also any ripple effects/trails?

    kind regards!
     
    Last edited: Jun 7, 2020
    mkrmediauk and dsilverthorn like this.
  16. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    Ram 2019 have such function - check video and tutorial.
    Concave - there are many available shaders in forum to concave. They are simple mask shaders.
    About effect's it's best way to use particles for that.
     
  17. TheWarper

    TheWarper

    Joined:
    Nov 3, 2013
    Posts:
    112
    Hi, when adjusting a point on the lake polygon it breaks the tesselation, even if I push ctrl+z to undo it remains broken with gaps between the triangles - is there an option to rebuild it or something?
     
  18. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    regenerate mesh - there is such button. It should help.
     
  19. TheWarper

    TheWarper

    Joined:
    Nov 3, 2013
    Posts:
    112
    Thanks!

    found it under

    "Flow Map > Reset Flow to Automatic"
     
  20. invictus24

    invictus24

    Joined:
    Sep 17, 2017
    Posts:
    2
    I have the same problem with points, did you find any solution?
     
  21. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    "
    Turn on gizmo button at scene window at unity 2019.3. It's 2019.3 engine change bug or feature.
    https://gyazo.com/8ede788ce44741de2fdc946331a4b81c
    If this will not help then restart engine layout.

    I've got it running thank you so much!"
     
  22. unity_1drewbug12345

    unity_1drewbug12345

    Joined:
    May 1, 2020
    Posts:
    3
    Hello!

    I am new to RAM and am currently learning the tools to work with water shaders of our own. I have a question: In terms of flow maps, I'm interested how the data is stored as it would help compatibility with shaders of our own. Is it saved as a texture beneath the mesh, or by other means?

    Thanks!
     
  23. bisc67

    bisc67

    Joined:
    Apr 22, 2016
    Posts:
    8
    Unity: 2019.4.0f1
    Platform: Android
    Render pipeline: UniversalRP-LowQuality
    Legacy XR render method: Single pass

    When water is visible, right eye image is blank.

    Unity editor and PC target are both OK.

    This is necessary to use this shader and effect in VR mode.
     
  24. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    What urp version? Did you play with opaque and depth texture and urp settings?
     
  25. elykyevrah

    elykyevrah

    Joined:
    Mar 6, 2015
    Posts:
    2
    Hi, Love the RAM 2019 tool! Unfortunately, I'm having an issue getting the Lake Polygon Ctrl + Click to work. When I crtl+ click it just selects what I mouse over. I was able to do this with setting up a river via the ctrl + click workflow. Screen shot below.

    upload_2020-6-24_14-15-28.png
     
  26. elykyevrah

    elykyevrah

    Joined:
    Mar 6, 2015
    Posts:
    2
    For reference I'm using Unity 2019.4.0f1

    Looking into the issue further I noticed that the RamSplineEditor script manually binds the OnSceneGUIInvoke method whereas the LakePolygonEditor script uses the built in OnSceneGUI method (like Awake, Start, Update, etc). When I switched the script to manual binding it started working as expected. Not sure why OnSceneGUI isn't being bound to the scene event.
     
  27. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    1) take latest update from store
    or
    2) turn on gizmo button at scene window
     
  28. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    841
    Has the integration been done for Aura 2 yet?
    If so, what do we need to do. I didn't see anything in the last update other than a mention in the notes.
     
  29. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    Yes its in files but seams Aura author break something and i didnt get any respod from him about issue.
     
  30. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    841
    Ok thanks.
    I know he announced a new baby recently so he may have his hands full until he catches up on sleeping ;)
    I’ll keep an eye out On his forum.
    I appreciate it!
     
  31. BiSH98

    BiSH98

    Joined:
    May 10, 2019
    Posts:
    17
    Hi, we have been having a bit of an issue with RAM and Forest Environment Dynamic Nature, we use RAM and in multiple projects, so we turn it into a submodule for easy version control throughout projects, but in one of the projects that include Forest Environment Dynamic Nature inside it, the textures have the same GUID as the one in RAM, and it causes the material to lose the link to its texture, we would like to keep RAM's asset GUID the same as that would be more consistent for all the projects. I was wondering if there is an easy way to make sure this doesn't happen and to manage it?

    Thanks!
     
  32. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    If you import ram it will simply replace trial files and it will work just fine;) If they have duplicated shaders it will simply replace or refresh them as every use same tech to avoid uncesary duplicated shaders.
     
  33. JohnnyFactor

    JohnnyFactor

    Joined:
    May 18, 2018
    Posts:
    343
    I have imported R.A.M. 2019 into Unity 2018.4.24 and encountered this error. Is Unity 2018 still a valid version?

    Assets\NatureManufacture Assets\Spline System\Scripts\Editor\RamSplineEditor.cs(86,19): error CS0117: 'SceneView' does not contain a definition for 'duringSceneGui'
     
  34. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    Did you import version downloaded via 2019.3?
    Yes ram 2019 works on unity 2018.3+ but it have to be downloaded via unity 2018.3 or 4
     
  35. LumaPxxx

    LumaPxxx

    Joined:
    Oct 3, 2010
    Posts:
    339
  36. rmon222

    rmon222

    Joined:
    Oct 24, 2018
    Posts:
    77
    Hi, the new XR documentation says Unity is dropping support for "single-pass" in favor of "single-pass instanced". I know this was asked 6 months ago but I thought there might be an update. Is there a plan to support "single-pass instanced"?
     
  37. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    If someone build custom light system he/she must provide info how to handle this in all transparent shaders in engine like water or simple in engine default transparent shader. All of them must be converted. We didn't get any info how to convert it, its up to custom light devs not us.
    Until now we have:
    - enviro,
    - aura 2
    - overcloud.
     
  38. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    Unity standard will be drop by unity. URP and HD RP versions support it if unity graph support it.
     
  39. LumaPxxx

    LumaPxxx

    Joined:
    Oct 3, 2010
    Posts:
    339
    Thanks for reply.
    i figured out that i could turn the Render Queue to Geometry to force the water material rendered in the fog effect.
    but it only works in forward rendering path.when you switch to deferred the water goes to flickering.
    is this a bug or something can not be change?
    btw,lux water handled this very well,maybe there could be something helpful?
     

    Attached Files:

    • fog.jpg
      fog.jpg
      File size:
      245.4 KB
      Views:
      360
  40. Quimby_RBG

    Quimby_RBG

    Joined:
    Jun 5, 2011
    Posts:
    11
    Hi, NatureManufacture.
    I am evaluating options for water courses in my project, and I really like the look of your R.A.M tool.
    Could you tell me if it could be set up procedurally at run time, and if so could I have the river end at the edge of a terrain tile and then connect it to the next tile's segment once I load it into the scene?
    Thanks.
     
  41. JamesWjRose

    JamesWjRose

    Joined:
    Apr 13, 2017
    Posts:
    687
    I am having an odd situation where I get the following error:

    IndexOutOfRangeException: Index was outside the bounds of the array.
    RamBuoyancy.WaterPhysics () (at Assets/NatureManufacture Assets/Spline System/Scripts/RamBuoyancy.cs:220)
    RamBuoyancy.FixedUpdate () (at Assets/NatureManufacture Assets/Spline System/Scripts/RamBuoyancy.cs:88)

    The line is: int verticeId1 = meshRam.triangles[hit.triangleIndex * 3];
    The problem is triangleIndex is coming back as a negative number.... so... what dumbass thing am I doing wrong?

    EDIT: NEVER mind... the water's mesh collider was set to Convex and that caused the issue. My bad.
     
    Last edited: Jul 30, 2020
  42. rmon222

    rmon222

    Joined:
    Oct 24, 2018
    Posts:
    77
    Ok. I'll try R.A.M., with HDRP and single pass instanced. Thanks.
     
  43. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    There must be support file from custom light author or at least time of day dev must give step by step how to convert all shaders for his system.
     
  44. LumaPxxx

    LumaPxxx

    Joined:
    Oct 3, 2010
    Posts:
    339
    Yes,i fully understand it.it won't be possible.
    could you please take a look at the deferred path flickering problem?
    it's not about Time of Day's light system or image effect.
    it just can not work in deferred mode if you simply set rendering queue to geometry.
    but i know the Lux water and Suimono water could work in geometry rendering queue in deferred mode.
    So i think this might be a bug or something else.
    if you could fix this problem,many image effect plugins could work with your water shader.
     
    Last edited: Aug 1, 2020
  45. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    You want to render transparent water as geometry queue? it will not work with depth buffer properly. You want to force engine to render water as solid material...
     
  46. LumaPxxx

    LumaPxxx

    Joined:
    Oct 3, 2010
    Posts:
    339
    Yes,it wont be as accurate as true geometry objects,but it will makes image effect covers the river.
    at least 80% image effect with transparent object problem will be solved.
    people will be happy for 80% than 0%.
    but if you can not do it,i won't push you for that.
    anyway,thank you for reply and this plugin is awesome.i'm grateful for bought this.

    btw
    here is the result that i put lux water material on the R.A.M objects.
    the water material was set to geometry queue and rendered in deferred path.
    it works good with the height fog image effect but lost all the advantages of all RAM native materials.
    WI0()O7[6XH9~8[@}JQUER7.png
     
    Last edited: Aug 3, 2020
  47. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,026
    If you modify shader by adding things that time of day need for every transparent shader in your proejct it will work as it should. Sorry but you have to do this anyway. If you put any transparent object in your scene you it will be uncovered by fog until you modify shader. You will not use any praticle or transparent object in your project? it's blind road for project.
     
  48. LumaPxxx

    LumaPxxx

    Joined:
    Oct 3, 2010
    Posts:
    339
    It's a common problem of all sky system over years and people have already got used to it.
    TimeOfDay,Enviro,OverClouds,Tenkoku,Azure,they all have their own fog system.
    fortunately,particle and transparent object are rarely showed in far distance view.they could ignore the image effect rendering queue problem.
    only two transparent things in far distance can not avoid it - card like cloud fog and water.
    good news is cloud fog is rarely in full white,so you can adjust it to fade into your game scene.
    bad news is water is a big problem in far distance rendering.
    you might noticed that water & fog related plugins in assetsstore had got almost all the requests which are asking them to work with each other.
    and i saw your effort to make R.A.M working with those sky plugins.
    sorry to pointed out that,but it's a hard way to your R.A.M too.
    that's why i suggest you to try make the water working in deferred mode with geometry queue like Lux water and suimono water.
    it will solve 80% upcoming customer requests.not a bad deal i guess.
    but,no hard feeling and take your time.i'm good with your plugin now.

    Edited:
    btw,i found the developer of Time of Day had post a step by step tutorial.
    https://forum.unity.com/threads/time-of-day-dynamic-sky-dome.172763/page-36#post-3441811
    i tried to write it into RAM shader.
    as you see,it works.
    but i still highly recommend you fix the deferred & geometry queue problem.
    it's a "once for all".

    for anyone comes in future who are interested at this.
    here are some problem you might face.
    the "ScreenToFrustumRay" is not available anymore.
    you will have change to

    ---outside vertex function---
    uniform float4x4 _FrustumCornersWS;

    ---in vertex function---
    float4 camray;
    int frustumIndex = v.texcoord.x + (2 * o.uv_texcoord.y);
    camray= _FrustumCornersWS[frustumIndex];
    camray.w = frustumIndex;
    o.scattering = AtmosphericScattering(camray, worldPos, depth);

    that's it.
    Don't try to blend albedo into fog color,that won't work.
    use finalcolor:xxxxxxxxx and blend your fog there.
    the "Enviro Weather support" file in RAM will help you to learn how to use finalcolor.



    C4R09_RWKHF[7{K(RO$JM(7.png
     
    Last edited: Aug 5, 2020
  49. Sackwut

    Sackwut

    Joined:
    Nov 13, 2018
    Posts:
    5
    Does someone know, why my river is crushed in artifacts?
    Using unity 2019.2.21f1
    Other assets in use with maybe impact is enviro

    thanks for help
     

    Attached Files:

  50. LumaPxxx

    LumaPxxx

    Joined:
    Oct 3, 2010
    Posts:
    339
    it looks like your terrain is too big or the height map resolution is too low.
    it just can not provide enough detail for your river float on it.
    you might want a deeper riverbed or increase the height map resolution.
    if it only happened in far distance,you will need to decrease the Pixel Error of the terrain or give it a deeper riverbed.