I got this happening here too, no overlapping warning, why does this happen? Oh also in the preview it looks as it should, blendedĪlso how many masks can be used? 4 right? 0,1,2,3? The result is pretty good except for the radiuses of the lights being like this, if they blended somehow it would've been perfect. Hi man, i've tried it as you suggested before asking you and was able to find a good result and i hoped that i will fix this one too but i cant seem to understand why this is happening, i dont get any overlap warning message, but most of the lights just have their radius shown on the walls like this: Platform defines: UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING UNITY_PASS_FORWARDBASEĭisabled keywords: _NORMALMAP _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _EMISSION _METALLICGLOSSMAP _DETAIL_MULX2 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULARHIGHLIGHTS_OFF _GLOSSYREFLECTIONS_OFF _PARALLAXMAP UNITY_SPECCUBE_BOX_PROJECTION BAKERY_VERTEXLM BAKERY_VERTEXLMDIR BAKERY_SH BAKERY_SHNONLINEAR BAKERY_RNM BAKERY_BICUBIC BAKERY_PROBESHNONLINEAR FOG_LINEAR FOG_EXP FOG_EXP2 INSTANCING_ON SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED SHADOWS_SCREEN UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING Shader-graph allows us to read & use this data however we'd like fairly easily, we just need the export options.Shader error in 'Bakery/Standard': invalid subscript 'posWorld' at Assets/Bakery/shader/Bakery.cginc(918) (on d3d11)Ĭompiling Fragment program with DIRECTIONAL LIGHTPROBE_SH BAKERY_VERTEXLMSH BAKERY_VERTEXLMMASK BAKERY_LMSPEC BAKERY_VOLUME If using baked lightmaps we wouldn't need baked AO from speed-tree either, so we could move the UV2's into the vert colours, or pack the lightmap UV's into the vert colours. Taking away the option seems like a poor solution to this problem & makes your product significantly harder to use/recommend. If you're limited on UV channels, I would happily sacrifice some wind quality / complexity to accommodate lightmap UV's. I understand your current, x pixels per leaf packing only produces perfect results when you know the final lightmap size (Like in Unreal), but I've still managed good results in Unity in the past using them. Why have you hard disabled support for them in Unity? I can still view them with Ctrl+6, but no options to customize them remain. I understand you're layering on baked AO from speed-tree, but the result just doesn't compare to baked lightmaps. We do need them to look good though & are struggling to make it happen using a single probe for our GI. We are trying to use speed-tree for ArchViz & do not need thousands. Top down, or open world games, for example, I understand this approach. I understand a lot of games require large amounts of tree's be drawn & in those scenarios, you really need to instance your trees. Hey, happy to see Speedtree finally has HDRP support from Unity. **Posted this somewhere else but probably better as a new thread instead of necroing an old one as a lot has changed since the old thread**
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