67 lines
3.4 KiB
Plaintext
67 lines
3.4 KiB
Plaintext
Unity Standard Demo Scene
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Info about SRP:
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This demo "Unity Standard Demo Scene" scene doesn't work for hd srp until few upcomming days. I hope it will be ready soon.
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LW SRP please import correct HD and LW RP Support Packs. Import it only for lw srp projects and use pack which fit your hd or lw version.
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How to run it:
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- open demo scene
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- regenerate light in lighting window
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- import post process stack 2.0 into your project if you need image effects (package manager--> post process stack )
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- click play
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- play with directional light angle at x = 40 it looks pretty nice.
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- change shadow distance to 500 or higher in quality settings
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- play with wind prefab and wind speed:)
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- you can change anisotropic textures to "forced on" at project settings -> quality this will make scene look much better but older device can notice fps drop
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Best performance:
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- Set linear color space
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- Set deferred render mode. This will increate performance beacuse of reflection probes alot
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- If you want to use forward rendering disable reflection probes as they are heavy at forward and open space scene.
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Screen space reflection at post process stack should replace them in most cases
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- You could disable few features at post processing stack like:
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* Depth of field
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* Screen Space Reflections which are pretty heavy
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* Play with ambient occlusion type
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* Turn off motion blur
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- Change Anti-aliasing at camera
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- Check anisotropic textures at project settings -> quality
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Additional:
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- you could import our cts profile if you use cts. It's in third party support files. "CTS Profile Standard Demo"
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How we build it?
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1) create terrain shape via Gaia with our stamps.
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2) paint terrain automaticly via slopes:
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* grass on flat area
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* dirt/dry ground on small slopes
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3) paint terrain manualy
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* chose places for trees by marking them via terrain leaves texture
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* create flow lines via sand/mood texture
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* create flow lines via stronger grass textures
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4) create splines for roads via our R.A.M
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* R.A.M will automaticly paint and reshape terrain
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* adjust alpha of the road via vertex painter at road connections and just make more noise
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5) setup bigger models and point of the interest in the middle od the scene
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6) plant foliage manualy
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* put higher forest trees in the middle
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* create forest wall from small and standalone trees
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* plant small bushes on forest border and randomly inside it
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* paint grass and flowers in relation to ground textures. More dry area less grass etc.
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* create forest/tree lines
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7) Place few medium objects like rocks, trunks
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8) spawn all small detail objects via Gena.
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9) we create fences by our own unreleased tool.
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10) all detail objects are instanced in material (thats why they are so fast)
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11) place reflection probes to get proper pbr in forest area and inside the meadow
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12) place reflection probes so LOD's will get proper light... remember that at 2017.1 light probes
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break instancing and from 130 fps we get 30....In upper versions it will work fine. We will check it.
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Thats why we turn them off for 2017.1 demo scene.
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13) add background mountains
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14) add post processing stack 2.0 and create profile
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15) setup fog (take color from sky and adjust intensivity)
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Note about grass:
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Unity terrain doesn't support custom grass shaders that's why we use Vegetation Studio Pro in our video.
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Old Vegetation Studio could be used too or any other custom grass solution.
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