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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?
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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.
Ah i see now why it mentioned as specific feature for the demo, Hmm too bad. Baked pivot based wind system for foliage are looks great though. Maybe it can be adapted into the current HDRP wind system?
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Wind The creation of a wind system for vegetation assets and its whole pipeline is always a tricky process. The trees were the more complex assets to prepare, on the content side, they are using the Hierarchy Pivot type of animation and they rely on 3 distinct levels of hierarchy: Trunk, that rests on the ground.
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