Speedtree Unity Launcher Download

пятница 19 октябряadmin
Speedtree

Unity Version Launcher unity3d. Download Missing Unity Versions Easily. Unity Forum Thread.

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Thanks for the answer. It seems tricky, and Speedtree's shader is not an easy read. But, if I'm not mistaken, World of Tanks is able to achieve partial transparency on speedtrees. Is there really no way for us mortals to do the same? I did some extensive research today, and my best bet so far was to do a manual blending in a third pass, between 2 grabpasses before/after Speedtree does its magic. Grabpasses are processor intensive, but since there will be at most one or two trees between the camera and the player, and all other trees will use the standard Speedtree shader, in theory it should be OK. So, in practice, it does work as intended as long as the shader is queued to 'transparent', BUT - there are some artifacts of leaves and trunk portions that are not duely affected by the manual blending: they still display fully opaque no matter what.

It seems to have something to do with backfaces since different culling option alter the place where the artifacts display, but I couldn't figure out what. Now that is beyond my knowledge, I can't figure out at all what could get in the way: the background grabbing is the very first thing the modified shader does, the complete tree grabbing plus manual blending is the last, and grabpasses are rustic jacks of all trades: I don't know what could cause some portions of the geometry to escape that process. Yea, that sounds like an adequate way to do it without artifacts. Anything occluding the player character from the camera is rendered into a separate buffer, and then composited in semi-transparent later. Cara memakai hxd untuk nsuns4. I am not familiar with Unity's grabpassees, but it sounds like you need to still render the tree with alpha testing on to get the leaves cutout, etc. Or, you could just live with the artifacts when using alpha blending. Try drawing the tree semi-transparent and see how that goes.

If it doesn't happen often or it's gone quickly, it might be ok. Hi Speedtree, So, as I told you everyting went smoothly since last time, speedtrees both opaque and semi-transparent were displaying good in-game launched from the editor, but. There is an error on compilation, and the executable has shader glitches that do not happen in the editor. It says: Did not find shader kernel 'frag_surf' to compile (on d3d9) Did not find shader kernel 'frag_surf' to compile (on d3d11) Would you know how to solve this problem? It's the only thing that still stands between me and grand speedtrees in the game.

Thanks for the answer. It seems tricky, and Speedtree's shader is not an easy read. But, if I'm not mistaken, World of Tanks is able to achieve partial transparency on speedtrees. Is there really no way for us mortals to do the same? I did some extensive research today, and my best bet so far was to do a manual blending in a third pass, between 2 grabpasses before/after Speedtree does its magic. Grabpasses are processor intensive, but since there will be at most one or two trees between the camera and the player, and all other trees will use the standard Speedtree shader, in theory it should be OK. So, in practice, it does work as intended as long as the shader is queued to 'transparent', BUT - there are some artifacts of leaves and trunk portions that are not duely affected by the manual blending: they still display fully opaque no matter what.

It seems to have something to do with backfaces since different culling option alter the place where the artifacts display, but I couldn't figure out what. Now that is beyond my knowledge, I can't figure out at all what could get in the way: the background grabbing is the very first thing the modified shader does, the complete tree grabbing plus manual blending is the last, and grabpasses are rustic jacks of all trades: I don't know what could cause some portions of the geometry to escape that process. Yea, that sounds like an adequate way to do it without artifacts.