Nature Soft Occlusion Shader Unity
I am in need of a shader that behaves similar to Nature/Tree Soft Occlusion Leaves, except that it can receive shadows. Is there one available. SpeedTree/LOD trees. From Unity 5. Trees must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader A small script that contains the.
I have an issue in Unity where my trees are black and it seems to be due to the fact that I'm using baked lighting in my scene. Luckily, it seems that I'm not the only one who's experienced this. I found which goes into more detail about basically the same problem. I'll repost it here for convenience: So, I have some custom trees using the 'Nature/Tree Soft Occlusion' shaders and they looked great before baking a lightmap. However, now that I have baked the lightmap, the trees have turned black. Or rather, when I tried baking with the trees set to static, they turned invisible, and now that Ive tried without, they're black. Also, they're not casting shadows.
* Name it something like 'receives_projected_shadows' * Assign this layer to the player. * Switch back to the projector and choose 'Ignore Layers' = 'Everything' but 'receives_projected_shadows' That’s it. == Step 8: Making the player itself dropping shadows == I think there are 3 ways to achieve this goal: * Adding a blob shadow projector to the player. This would be rather cheap but wouldn’t give us a nice and accurate result. * Adding realtime shadows [Unity Pro only].
But instead of adding more and more different trees I would suggest to use 2 or 3 different models of the same tree [The terrain asset ships with 3 different models of the scotchpine: wonderful work]. In order to get different models you can just duplicate the model and rotate the duplicate in a 3d app. Of course you can also do a completely different version of the model – which is quite a lot of work unless you don’t have the original model. [The demo package will ship with 2 rough versions of sycamore, 2 slightly different version of alder and some more.] Of course you may also place a rotated tree manually [as game object] but this tree won’t billboard as it isn’t controlled by the terrain engine. Precise placement of trees In order to paint a tree more or less exactly where you want choose a 'Brush Size' of 1 and set 'Tree Density' to 100. This will give you most control.
And the result might even look much better than that using the script mentioned on the left. In order to bake tree shadow to the terrain’s lightmap we need some scripts: * 'Assets/Editor/LightmapExport.cs' from the Island Demo And in case you have Unity Pro: * 'Terrain/CustomLightmap' from the wiki: If you don’t have the Pro version – well, then you will have to draw all shadows by hand. =====Prepare the lightmaps===== It doesn’t matter whether you draw or calculate tree shadows: The first step would be to create the terrain’s original lightmap in the wanted resolution [in our example: 2048px which will give us a shadow resolution of 0.5 x 0.5 meters] Unfortunately the script 'CustomLightmap' doesn’t handle higher resolutions than 2048px.
Any response highly appreciated, thanks! What I've seen is that if you have a manually placed tree (not in a terrain) that uses the unity 2.x AO shaders, you can mark it static, with lightmap resolution of 0 in the lightmapping pane. (It sounds like you did the first thing but not the second). Then when you bake, the tree shadows will bake ONTO the other objects, but won't have lightmaps baked for them (AO shaders can't be lightmapped.) Then uncheck static on those trees to have the realtime AO lighting be correct at runtime. Unfortunately right now the static property is not exposed to scripting in the Editor class, so this is a manual operation.
The familiar Brush Size option is available for tree painting but the Opacity property is replaced by Tree Density, which controls the average number of trees painted into a given unit of area. There is a ranged slider for you to control the tree’s minimal height and maximal height. If you disable Random, you can specify a value for all tree’s height.
We use the soft occlusion shader on some of our vegetation objects and our courses are generally the fastest out there re FPS. There is much more to it than just blaming bad FPS on a specific shader.
* the coloring of the detail meshes especially that of 'ground foliage' is pretty much the same and looks a bit boring. * trees that are in the shadow of another tree still have the same brightness. Now we are going to correct this. =====Improving tree shadows===== [[Image:av_tree_shadows_01.jpg]] As the overall tree shadows of the combined terrain lightmap appear a bit too dark we start by brightening them using Photoshop. [[Image:av_tree_shadows_02.jpg]] Then we manually add special shadows just to the trunk of each tree. Do so by: * drawing a rectangle and adding a gradient from black/100% opacity to black/0% opacity.
I tried placing the trees in a folder named 'Ambient-Occlusion' like said, but no luck. Also fog is turned off. Thanks in advance. UPDATE When I looked at the trees using the 'Render Paths' camera, they appeared red while everything else was green.
I really miss a visual feedback of where you are drawing e.g. ===Exporting a terrain from a 3d App=== You can also use a common 3d app to model your terrain in case your are able to export heightmaps in the appropriate format.
Over the past several years working in Unity many of my projects have involved some kind of mixed reality, augmented reality, transparent MovieTexture, or something of the sort. One custom shader that I have reused a lot for these effects is an unlit alpha mask shader. Alpha masking is simply setting the opacity of a texture’s pixels, usually with a separate texture map.
I’m certainly no Unity shader expert, but creating this shader is relatively straightforward if we start with the right foundation. In this case we’ll be modifying the closest thing to what we want – Unity’s own unlit alpha shader. We’ll start with the completed version and then explain how it was modified from the source.
Unity Shader. Fixed4 col2 = tex2D (_AlphaTex, i.
I don't think there's an easy way to check them in Unity. You'll have to open the FBX or OBJ file in Maya, Blender or 3DS max. You need to make sure that the leaves all have their own unique space in the UV grid. No overlapping. Also I just thought of something: the leaves are probably modeled as a single flat plane right? Yeah, that's not going to bake properly. In order to properly bake the lighting both the back and front of the leaves would have to be different polys.
Kind regards, Ron. This problem is really driving me crazy:) I've tried the builtin tree shaders from the Unity 3 beta with the same effect. Also trees generated by the new generator with the Optimized Bark and Leaf materials 'dissappear' from the scene once I perform the lightmapping. During my testing I deleted the generated LightmapFar-n.exr which belonged to the bark and leaves shaders and the textures (trees) were correctly shown again. I'm already really confused because of this behaviour. Anyone experienced something similar with the Unity 3 Lightmapping?
As Eric5h5 wrote above: Each Splatmap is capable of containing 4 textures. So using more than 4 textures will add a second splatmap which not only means 1 additional shader pass but also * Control Texture Resolution: 512px: 1.3MB more VRAM usage * Control Texture Resolution: 1024px: 5.3MB more VRAM usage * Control Texture Resolution: 1024px: 21.2MB more VRAM usage [All values for uncompressed splatmaps. But 'splatmaps don't get compressed, since DXT compression artifacts would render the splatmap unusable to some extent.' – Eric5h5 Anyway – the splatmap resolutions that are used at runtime can be controlled by your project’s quality settings: Texture Quality to fit older graphic cards ] ===Base Texture Resolution=== 'The 'base texture' is the fully composited terrain texture that is used in the distance or on old hardware that does not support fully detailed terrain rendering.' – Aras Pranckevicius Well, I don’t use this.
* Paint some trees on the terrain. * You might want to readjust the 'brightness' of the prefab [Don’t forget to select 'Refresh Tree and Detail Prototypes' from the terrain menu in order to make your changes be applied to the terrain’s trees. * Finally delete your prefab from the 'Hierarchy view'. [[Image:06_first_trees.jpg]] ===Advanced editing of trees=== Painting trees onto the terrain works pretty well as far as the terrain is flat or the tree’s trunk is very tall like the alder’s one [from the original terrain asset]. But as we use the sycamore tree with a rather wide trunk we will get some 'floating' trees when painting on rough edges of the terrain. ====Floating trees [nearly fixed in unity 2.6.1 / unity 3 beta] ==== [[Image:07_flying_trees.jpg]] There are several strategies to avoid those floating trees: * The cheapest one: Do not paint trees on rough edges. No option to me.
* Add a new layer. * Start drawing shadows on the new layer. * Save the lightmap and assign it to the terrain [see next paragraph].
Make its position fit the lighting or even visual sun in the skybox. * Back to render settings: Choose a color for the ambient light which will affect the darkness of the shadows on any game object. * Adjust fog color and fog density so the terrain smoothly fades with the sky. * In case you have the pro version: Make the directional light drop shadows, this helps a lot [later on we will turn them off.]. * Readjust all parameters untill you like the result. This might lead to something like this: A bright sunny day – somewhere in the desert.
Also, they're not casting shadows. Anyone know how to fix this issue? Perhaps I need to use light probes? --> before and after (fyi the bark is not using the nature/occlusion shader. The shader definitely seems to be the root of the issue, but Im just not sure how to fix it without using a different shader) • • • • •.
So I just have to ignore when I am debugging it, as it works fine on the build. Thanks for all the help, it just seems like an error with unity. Picture of build.
Dimensions: * 257px heightmap resolution: 3px = 11.7m width * 513px heightmap resolution: 3px = 5.85m width * 1025px heightmap resolution: 3px = 2.94m Comparing the 3 examples shown in the images on the right you will find out: * The 257px heightmap resolution won’t let you draw a path onto the terrain which could really be recognized as a path [adding textures would help of course]. * The 513px heightmap resolution gives you a pretty nice result, but doubles the number of draw calls. * The 1025px heightmap is even nicer and more detailed of course, but with 216 draw calls it eats nearly half the number of draw calls suggested by Unity for casual games [which is 500]. ====Conclusion==== * Using a 1025px heightmap for a 1000 x 120 x 1000m terrain is no option. A 513px heightmap gives us a pretty nice level of detail at an affordable price. * So a resolution of 1px ≈ 2m x 2m might be a rough rule of thumb and should fit most of your needs. * Due to the large number of draw calls of a high resolution heightmap you should think about putting higher detailed geometry to ** extra game objects or ** maybe even a second terrain [in case you have a rather smooth landscape [terrain_1] and only some high and rough mountains [terrain_2]] ===Detail resolution=== Note: What does detail resolution mean?
* Add it to the 'terrain_details' using 'Add Detail Mesh' in the 'Paint Foliage' tab. * Make sure you choose color values for 'Healthy Color' and 'Dry Color' which are pretty much white or grey. * Paint some examples of the new detail mesh on the terrain.
To fix this, you can change your bend value, but it is probably easier to set the values on the Wind Zone A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. See in directly, keeping your tree bend factor set to 1. To keep the trees from fluttering around too much, adjust the wind turbulence down to around 0.1 to 0.3 and everything will become much smoother. If you don’t want the trees blowing all the way to one side, set the Wind Main value down to the same value as your turbulence. • 2017–09–19 Page amended with limited • GameObject menu changed in Unity 4.6. You've told us this page needs code samples.
* Scale, rotate and position it in an appropriate way. * Save the lightmap and switch to Unity to check your adjustments. =====Adding shadows to detail meshes===== [[Image:av_detail_shadows_01.jpg]] The ground foliage already receives shadows from the trees. Additionally it slightly changes in brightness because of its healthy and dry coloring [white and grey]. [[Image:av_detail_shadows_02.jpg]] Adding manually drawn shadows will make the ground foliage drop shadows on the terrain and influence its coloring/lighting for this depends on the terrain’s lightmap. So you won’t just get shadows but also some more lively coloring and lighting of the ground foliage. Unfortunately our lightmap resolution of 2048px is pretty low compared to the size of the terrain which is 1000x1000m.
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Always rocks. Hmmm, we will see. Let us just skip it for the moment, but keep in mind: We still have one texture for free [Remember: 4 textures for each splatmap].
Unity Add Shader
In CG for movies nobody bakes lightmaps anymore, so it's not an issue there, and in games I'm guessing that most of the time the leaves just don't have baked lighting. You wouldn't want the lighting to be baked on the leaves anyways. What if you wanted to do some nice translucency in your shader? Or if you wanted the trees to move in the wind and cast dappled shadows onto itself? I'd make the tree trunks static so they can bake normally, and make the leaves all Realtime.
Unity Custom Shader
'Details are the generic name for grass and small things to render close but not far away. So this is the resolution of the map. The bigger your terrain is or the finer the groupings you want of items, the bigger your detail map should be.' – DocSWAB [Source: Does a higher detail resolution end up in a higher number of draw calls? Yes and no: No in case you do not use large clusters of grass but just a few smaller plants like in the examples on the right. * A higher detail resolution will help you to place details like small plants or rocks much more precisely [have look at the example 'placement of plants']. * In case you paint massive clusters like grass the number of draw calls will increase by factor 2 to 4.