Unity terrain splat null




















Many of the previous descriptions are outdated and inaccurate but, unfortunately, still appear as top hits in search result pages, and it seems hard to find reliable up-to-date information instead.

So, for reference, this blog post will describe my experience of creating custom terrain shaders as of today Dec , using Unity 4. Since Unity 4. The steps required to apply it are as follows:. Highlight the terrain and, in the inspector, click on the Paintbrush icon. The first thing to notice is the Properties block, which contains definitions for the textures and splat map control texture.

These are marked as [HideInInspector] since they will be passed in automatically from the terrain engine rather than set in the material inspector. The body of the shader is fairly standard — blending each of the four splat textures based on the corresponding RGBA channel from the control texture and setting that to the material albedo:.

The differences between the two shaders are subtle:. The FirstPassShader and AddPassShader pass the terrain control texture and splat textures to the shader and blend them in the shader itself. The problem with this approach is that it is relatively expensive on the GPU, and is not necessarily supported by older graphics cards. This single texture is rendered using the Dependency "BaseMapShader" shader.

The basemap shader simply uses the Toon Lit Oulined shader directly on the basemap texture. Pingback: Terrible question about creating 'terrain' shader for custom mesh Ceiba3D Studio. I actually will probably end up using something from your example code, for an in-game map — the sample outlines look really similar to a mock-up I did in Lightwave, so should work very nicely for a first-pass.

You are commenting using your WordPress. You are commenting using your Google account. Int32 curIdx, System. Int32 pixel, System. String keyword, UnityEngine. Have any idea why? Don't have a clue.

Its seems like entering and reentering scenes or in and out of playmode causes this error to happen. In the beginning of restarting, its fine, I can paint textures. But after going in and out of scenes, the error starts to happen. Also this affects Unity's terrain shader as well. Get errors different ones despite it being in another scene as well. Though I just tested painting on a non microsplat terrain with the microsplat error still going on and it paints just fine.

The microsplat one or the Unity one? I'll see if I can replicate the unity error. Ivoryjw , Jan 31, Joined: Apr 22, Posts: I'm trying to keep my terrain as performant as possible. I know that microsplat only samples textures per pixel depending on quality setting, but just want to make sure. Is there a cost for each texture added to the texture array, or is it a fixed cost? FiveFingerStudios , Feb 1, Joined: May 18, Posts: Hi jbooth , sorry if this isn't the right place for it, but has there been any update on your Microsplat Mesh Workflow that you teased via Youtube?

Noogy , Feb 3, Joined: Aug 10, Posts: 2, Now that Lennart has updated VSP to do the MS grass and shadow maps, I want to use that script, but upon importing the latest version of MS from the asset store, I get a bunch of those errors again. At any rate, do you know how to fix these errors? I downloaded and imported the latest MS core, but not the others yet. Would that cause a problem like this? Since we've moved all the editor scripts into a single Editor folder so we can use Assembly Defs , it's tricky to delete and reimport.

Easier to download from github and copy files over Problem solved by getting all the updated module files. Sorry for the false alarm. However, I now suddenly have a problem with the Microsplat-Enviro integration script. No errors, but it uses ms on the CPU. Any ideas?

I think Vondox made that script, so I'll ask him, but any idea what might've changed in MS? And argh, I'm having the same problem after updating MS as I did a month ago when I just reverted to the previous version -- Unity hangs with endless stuff like this in the console app.

I think you needed a repro, which I can try to do Preloading 1 native plugins for Editor in 1. Well Mr. Booth I got some good news and I got some bad news. The update that came around actually fixed the line issue for triplanar. The bad news is this happens with triplanar. Interestingly enough this only happens on flat ground and has no effect on slopes.

In fact I could just use another texture for slopes and disable triplanar for the flat ground. The shader only has triplanar active and no other module. This was probably addressed before and you probably do have a solution on your side. Everything else is fine and I really like triplanar noise for the anti tiling asset. Edit about my edit: Yep, the grain is gone for the flat ground texture with triplanar disabled for them and still have no grain for textures on slopes.

Last edited: Feb 7, Ivoryjw , Feb 7, Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Terrain with multiple splat textures - how can I detect which kind is under my character's location?

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