53 lines
3.1 KiB
Plaintext
53 lines
3.1 KiB
Plaintext
BEFORE YOU START:
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- you need Unity 6 or higher
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- you need HD SRP pipeline 17 if you use higher etc custom shaders could not work but seems they should.
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That's why we provide 17 version which seems to work with much higher versions aswell.
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For all higher RP versions please use 17 HD RP support pack.
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Be patient this tech is so fluid... we coudn't follow every beta version
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Step 1
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- !!!! IMPORTANT !!!! Open "Project settings" ->"Gaphics"-> "Pipline Specific Settings" -> "Diffusion Profile List"
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and drag and drop our SSS settings diffusion profiles for foliage and water into Diffusion profile list:
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NM_SSSSettings_Skin_NM Cloud
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NM_SSSSettings_Skin_NM Foliage Fish
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NM_SSSSettings_Skin_NM Foliage Heath
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NM_SSSSettings_Skin_NM Foliage Mountain
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NM_SSSSettings_Skin_NM Foliage Trees Mountain
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NM_SSSSettings_Water_Forest
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Without this foliage, water materials will not become affected by scattering and they will look wrong
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Step 2 Go to quality settings and quality and set:
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- Set VSync to don't sync
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Step 3 Find "HD RP Mountain Scene" and open it.
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Step 4 - Choose way of movement. Movie track or free movement.
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Choose camera and turn on or off "playable director" and "animation" or leave free camera movement turned on.
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Step 5 - HIT PLAY!:)
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Step 6 - Make note that unity often compile shaders even after you hit play for long time, so performance will rise up after unity end shader compilation
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Wait a moment until it end.
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At urp and hd rp seams unity SRP batched batches are not counted as saved by batching so they can lead to misunderstanding.
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At unity standard render scene got 1500 batches and rest is saved by batching.
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At hd and urp there is alot more batches in counter but unity don't show how much of them are batched by srp batcher.
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In the past unity count srp batches into save by batching now it's not. We use srp batcher in hd and urp scenes so stats value can lead to misunderstanding.
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About scene construction:
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- There is post process profile: Post Process Volume. Manage post process by scene post process object.
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- There is Sky and Fog Volume object, It's are important like hell because basically it's the core of rendering and light management.
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- There are Density Volume objects which manage volumetric fog density in specific areas
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- Prefab wind manage wind speed and direction at the scene
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You could adjust fog resolution, we set it to low as it's actualy most expensive thing at scene. For better devices you could use medium quality.
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- Remember to have "always refresh" at scene window turned on, its in "toggle skybox, fog and varous other effect". You can find it
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at top right at scene window. Without this option turned off fog and wind will not refresh properly at scene view, will work only at playmode.
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Play with it, give us feedback and learn about hd srp power.
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IMPORTANT:
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If you notice in console error:
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No more space in Reflection Probe Atlas. To solve this issue, increase the size of the Reflection Probe Atlas in the HDRP settings.
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UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
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Just change reflection atlas size at hd rp settings into 4kx8k. |