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Some of the debug views available through the Render Pipeline Debug window. I even used those debug views to create the tree billboards that are used in the background of the scene.
I just placed my assets on an empty scene and took screenshots with the albedo, roughness, normal gbuffer layers visible, and used those to create my texture maps.
While a big part of the optimization resides on the code side, it is also important that your assets and scenes are set up properly if you want to have a decent framerate.
Here are some of the ways the content was optimized for this project:. Note: Using Object Space normal map instead of Tangent Space normal map will reduce the precision of the normal map.
Stay tuned for the next blog post in the series. You can follow our YouTube channel to keep up to date on when that video is released.
More information on Book of the Dead. All of that is crypted into the 3rd uv layer as float3….
Why different color values for each lvl A branch? Projects like these are what get me excited to jump back into Unity and Maya everyday. I was wondering if you may know of a great resource to start learning more about LOD systems in Unity?
Incredible work! This puts to shame every other project out there, congratulations. Some parts look so real, they seem shot on camera.
The techniques used are clever and demonstrate the what the engine is capable of. Especially the occlusion probes and the wind system.
Fog that is geometry aware, that is, it floats on the water, essentially it uses some sort of fluid physics. Congratulations for this project.
Its my metric for everything else i see. Is this scene commercially playable? What are the minimum specs for quality like this, and what parts of this scene raise the specs mostly?
Hi Julien, very great and detailed blog and impressive work behind. I was interested to look one step further. I assume that placement of large structures, i.
Are there plans in future to make generation of such complex environment more automatic i. I am just interested if this level could be achieved with a single button click in Editor i.
MapMagic , or there are some steps which could never become fully automised? Is Layer Culling using built-in Layers?
If yes than I strongly oppose such a solution. Layers are already a mess — they define rendering, physics, are using for postprocessing volumes blending and they have a bunch of other uses.
Their total allowed amount is limited and there are a couple of built-in layers which noone is using Water? Just one question: When will all of these be available out of the box in Unity?
Currently it seems too many hacks by highly intelligent technical wizards : Not something for common people like me to handle.
Thank you. The wind will not, and some of the specific shader tweaks will also not make it in unity out of the box. Occlusion probes, HDRenderPipeline shader working with the terrain, and atmospheric scattering will make it one way or another.
All the rest is either already in Unity And it can be included as different wind mode improving the current wind system in HDRP as additional wind quality.
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