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f
Pretty good!
6 years ago
florianalexandru05基于上一个版本 2.1
Excellent for what I need it, it does just that and it works out of the box. I was a bit worried it wouldn't work with unity 2017.1 but it did and it's easy to use. There is plenty of notes and description in the package but my only complaint is that I would have liked the publisher to be a bit more accessible or at least have opened a forum thread explaining the set up beforehand. Aside from that, his response was pretty swift.
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j
Simple and easy-to-use tessellation.
6 years ago
joehot200基于上一个版本 2.1
I'm currently using this shader for my public game - TankDestruction, which is on Steam. https://store.steampowered.com/app/1007540/TankDestruction/ I think the best thing about this shader for me is that it's really subtle. You wouldn't really know that the terrain had tessellation unless you actually looked for it, however when I remove tessellation it's obvious how much worse it looks without it. Is it perfect? I wouldn't say *perfect*. But, it's very good and fit my use cases well. If you're going to look at the promo pictures for my game on Steam, keep in mind that only the Desert map has visible tessellation. I am using this shader on two (Desert & Hilly) of the four maps on my game, and it most certainly enhances both. Unfortunately, the trailer video was only shot on a map that DOESN'T have tessellation. Sorry! By default, the shader only adjusts vertices upwards. I adjusted it (I think there might even have been a pre-existing commented-out line for it?) so that it moves vertices both up and down - so for example, 0 would adjust a vertex by -0.5, 0.5 would adjust by 0, and 1 would adjust by +0.5. For a ground-based game, this was an essential step for me to ensure that collision moved properly, as the shader only adjusted the terrain visually (which is what I wanted, but keep in mind that if you don't take the step I did, it can make ground-collision based objects appear to clip into the terrain). Anyway, what else can I say? If you want to see it in action, I'm happy for anyone to play my game for that purpose. It's a public game, after all, even if it's not being a very big success... Again though, keep in mind that only TWO of the four maps use this shader. Edit: https://cpetry.github.io/NormalMap-Online/ was very useful for me in turning normal maps into heightmaps for this asset to use for displacement. Edit2: I think something else is that tessellation is very good with foliage. This might seem strange at first, however it makes foliage look more natural, and less like it's just painted on the terrain. Additionally, foliage can help to cover up the small imperfections - for example, it can cover up for the fact that this shader doesn't write to the depth texture. I only really realized this when I worked on my latest map, the hilly one, which is covered with dense foliage on the grassy areas. Note that you'll only see foliage on "Good" or higher graphics levels on my game.
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Z
Sadly not what I'm looking for
7 years ago
Zante基于上一个版本 2.1
Great premise, easy tessellation etc...but it makes my diffuse textures (which I don't want to use tessellation on) dark and specular.
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来自发布商的回复:
回复时间 7 years ago
Hi! This sounds very much like you didn't use the included texture creation wizard. Please try using it to generate special textures that include diffuse map, smoothness map, metallic map and tessellation heightmap in one. Not using textures created with the wizard will give some ugly results.
L
Very nice, and easy
7 years ago
Lylek基于上一个版本 2.1
Great! Very easy to use terrain tessellation solution. Using it in 2018.3.0 with no issues.
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C
Does not seem to support latest unity versions
7 years ago
Chrissyeah_基于上一个版本 2.1
Perhaps the problem lies with me, but it does not seem as if it is supported with the latest versions of unity. Even whilst using all the supplied textures included with the asset and ensuring I am running on DX11, I am only receiving the regular diffuse/bump shader. Would greatly appreciate support for the latest version then I can consider rating this asset what it deserves.
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来自发布商的回复:
回复时间 7 years ago
Hello, sorry for the late reply. Could you send me an email with some further details? I just tested the package in 2018.2.0f2 and could reproduce any issue.
D
Great quality, easy to use, but having some Geometry problems
8 years ago
Daanvdbr基于上一个版本 2.1
This package gives you an amazing quality of tessellation geometry texturing for your terrain, and I recommend the AwesomeBump software to create easy bump textures etc in grayscale for this shader. The only problem I've encountered for now is that the geometry doesn't seem to work completely like the terrain geometry does. When you look past edges there seems to be some overlap with the terrain or models behind the edge of the terrain geometry. This also happens when shadows are being cast on the terrain, it doesn't fully apply to it's geometry. Maybe there's a fix for this that I don't know of yet? Otherwise, fixing this would make me give this package 5 stars, as the quality is just amazing for the terrain in your game!
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p
Awesome
9 years ago
pinsrq基于上一个版本 2.1
With this shader you can create AAA Teseelation terrains! Very good i love it! There is one problem: my Render Settings fog does not work on this shader- can you fix this please? And: please make it distance based- so if i can setup a raduis were the tessletaion will be created because it costs lot of performace! I will give it 5 starts if this thinks will be added Thank you, Regards Kerbo
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s
Great
9 years ago
samshoe12基于上一个版本 2.1
I love it, fulfills all of my dreams, and is SUPER important if you want AAA quality, like in BF1, which i believe uses DX11 tessellation. one teeny-tiny issue is that there are some visual artifacts in the distance, but otherwise, it's very easy to use. I did notice issues with adding more than 4 terrain textures, and it would be nice if you could use normal diffuse textures and they would show up normally. Edit: I think I know what the problem is: in one of your shaders, you have #pragma alpha somewhere Edit: !!!!URGENT TO PUBLISHER PLEASE LOOK AT THIS!!!!!!! Ok. You may or may not know it, but there is a strange issue when using more than 4 terrain textures, the drawing doesnt work quite right. While looking for a solution, i found this from https://alastaira.wordpress.com/2013/12/07/custom-unity-terrain-material-shaders/ which is a great description of terrain shaders. Anyway, I found this: The last bit to be careful of is near the bottom: the shader includes two “dependencies” – additional shaders – as follows: Dependency "AddPassShader" = "MyShaders/Terrain/Editor/AddPass" Dependency "BaseMapShader" = "MyShaders/Terrain/Editor/BaseMap" The “Dependency” property appears to be unique to terrain shaders, and is not described anywhere in Unity’s shaderlab documentation, but here’s my findings: AddPassShader Examining the code of the shader specified in the “AddPassShader”, you’ll find the actual surface shader function is identical to that in the “FirstPassShader”. The differences between the two shaders are subtle: FirstPassShader specifies “Queue” = “Geometry-100”, whereas AddPassShader is drawn in a later renderqueue: "Queue" = "Geometry-99" AddPassShader specifies "IgnoreProjector"="True" Rather than using the default blendmode, which would overwrite the output of previous, AddPassShader is an additive pass, specified using the decal:add parameter following the surface shader pragma directive. Other than that, they’re pretty much identical. From empirical evidence and a bit of logical thinking, the reason for these two shaders and their slight differences can be explained – the “FirstPass” shader (i.e. the one used by the material assigned to the terrain) only has four texture slots available. If you assign more than four textures to the terrain, the “AddPassShader” is called by the terrain engine (and its _Control, _SplatX, and _NormalX textures assigned) for each additional batch of four textures assigned to the terrain, and its output is additively blended with the first pass. So: Textures 1-4 rendered with FirstPassShader Textures 5-8 rendered with AddPassShader (if necessary) Textures 9-12 rendered with AddPassShader (if necessary) etc… If you specify four or less terrain textures, the Dependency “AddPassShader “directive is not required as the shader will never be called Yeah. Great website. I think that shows the issue. This dependency or whatever, to AddPassShader is being invoked or something, when you use 4+ terrain textures. So, there must be an issue with the AddPassShader in your code. Since it says AddPassShader is Additive, and the material after 4 textures looks like if an additive shader (particle shaders, for instance) were put on a mesh. I will see if I can include screenshots. Yeah. Try revising your AddPassShader, even though ik that is a HUGE pain, but you would be the most amazing person in the world if you did :) Edit: disregard the thing about how AddPassShader is additive and the stuff with the particle shader in the last paragraph, I got mixed up. I hope this helps you make this product great! Good luck! ---------------------------------------------------------------------------------------------------------------------------------------- Thanks so much for the quick reply! I hope it works for you!
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来自发布商的回复:
回复时间 9 years ago
Hi, thanks for the investigation! An AddPass shader is part of the package already and it used to be working properly. Making it additive, or in any way blending in any other way than opaque, isn't possible due to the nature of the shader. One shader pass cannot know the tessellation bumpmap of another pass, so the pass would render transparent geometric details. The shader instead clips pixels below an alpha threshold. Before releaseing this shader, I invested a lot of time to get a useful result. Since there are multiple reports of problems with the AddPass shader now, I will look into them.
s
Good but not that best.
9 years ago
soulreafer22基于上一个版本 2.1
Cant get it to work with more than 4 textures on my terrain. the last texture is always just black.
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c
pretty useful shader
10 years ago
creatlore基于上一个版本 2
FYI Unity 5 users just read and follow the instructions that are included with this package and it will work perfectly. Also should mention this shader is not deferred lighting friendly and only works in forward so far as I have noticed. Hope they address that issue.
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