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3D Rocky Hills Environment Pack - Development Thread

Discussion in 'Art Assets In Progress' started by florianalexandru05, Jan 23, 2016.

  1. wechat_os_Qy09VpiDaSiV8EETWQqNeGZuk

    wechat_os_Qy09VpiDaSiV8EETWQqNeGZuk

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    I tested urp14 with 2022.9. Some shader works in forward rendering path, but can't work in forward+. They are not pink but they start to flicker. And as for CTI shader, they also flicker. And unity changed GetMeshRenderingLightLayer() to GetMeshRenderingLayer() which makes them not work on forward.
     
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  2. florianalexandru05

    florianalexandru05

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    I see, thanks for letting me know, that will depend on amplify shader and CTI if they support it yet. I'll get to it when I have time!
     
  3. florianalexandru05

    florianalexandru05

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    Looks like someone encountered this problem before and just edited some code. If anyone here is good at codding you could try to comment out the light layers from the "CTI URP Lighting.hlsl".

    upload_2023-3-20_14-29-18.png
    upload_2023-3-20_14-29-28.png

    Posting this! Not sure if it is the same thing.
     
  4. wechat_os_Qy09VpiDaSiV8EETWQqNeGZuk

    wechat_os_Qy09VpiDaSiV8EETWQqNeGZuk

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    For CTI, I simply modified getmeshrenderinglightlayer to GetMeshRenderingLayer(), and it works. And I also added "#pragma multi_compile _ _FORWARD_PLUS" to its foliage shader, then add (0f,0f) at lightingData.giColor = GlobalIllumination(,,,,,,,,(0f,0f)) in ctiurplighting.hlsl. Now it could work on urp14 forward+.
     
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  5. florianalexandru05

    florianalexandru05

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    I just remade my foliage shader and fixed some glaring performance issues. At first, I thought it was just overdraw doing this but turns out the fake translucency was mostly to blame for the unexplained frame rate drop in certain angles. Now all foliage should work at 60fps perfectly with 4M triangles. I simplified everything and came up with a new technique to make translucency without light attenuation nodes in built-in deferred and have it occluded by shadows. I can't believe no one thought about this yet but it seems to work, not perfectly, this is still in alpha. I won't give away the secret just yet but it has something to do with Ao. Before, my shader used to glow in shadows. There are no coding or special nodes, just a funny workaround in Amplify shader. (This will be included in Rocky Hills next time I decide to update it). For now, it will be released in my new Graveyard Catacombs pack when it's going to be ready.

    tRANSLUCENCY.jpg
     

    Attached Files:

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