48 lines
2.8 KiB
Plaintext
48 lines
2.8 KiB
Plaintext
BEFORE YOU START:
|
|
- you need Unity 2021.3 or higher
|
|
- you need HD SRP pipeline 12.1 if you use higher etc custom shaders could not work but seems they should.
|
|
That's why we provide 12.1 version which seems to work with much higher versions aswell.
|
|
For all higher RP versions please use/import 12.1 HD RP support pack.
|
|
|
|
Be patient this tech is so fluid... we coudn't follow every beta version
|
|
|
|
Step 1
|
|
- !!!! IMPORTANT !!!! Open "Project settings" ->"Gaphics"-> "HDRP global settings" -> "Diffusion Profile Assets"
|
|
and drag and drop our SSS settings diffusion profiles for foliage and water into Diffusion profile list:
|
|
NM_SSSSettings_Skin_NM Foliage Autumn
|
|
NM_SSSSettings_Water_Forest
|
|
NM_SSSSettings_Skin_NM Foliage
|
|
NM_SSSSettings_Skin_NM Foliage Trees Mountain
|
|
NM_SSSSettings_Skin_NM Foliage Mountain
|
|
NM_SSSSettings_Water_Mountain
|
|
If you made this step for forest,mountain and river after you import hd rp support packs be sure you add "NM_SSSSettings_Skin_NM Foliage Autumn"
|
|
We made this profile directly for this scene.
|
|
Without this foliage, water materials will not become affected by scattering and they will look wrong.
|
|
|
|
- Open "HDRPMediumQuality" in project settings or "HDRPHighQuality" depends what unity use i your projectas default and:
|
|
set LOD Bias = 1 or 1.5 for high end device 2 (it will eat cpu mostly as more objects will be rendered and refreshed by cpu)
|
|
|
|
Step 2 Go to project settings and quality and set:
|
|
- Set VSync to don't sync
|
|
|
|
Step 3 Find "Autumn Valley Scene" and open it.
|
|
|
|
Step 4 - HIT PLAY!:)
|
|
|
|
Step 5 - 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
|
|
Wait a moment until it end.
|
|
At urp and hd rp seams unity SRP batched batches are not counted as saved by batching so they can lead to misunderstanding.
|
|
At unity standard render scene got 800-1200 batches and rest is saved by batching.
|
|
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.
|
|
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.
|
|
|
|
About scene construction:
|
|
- There is post process and render profile: Volume Global.
|
|
- Prefab wind manage wind speed and direction at the scene
|
|
- 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.
|
|
- Remember to have "always refresh" at scene window turned on, its in "toggle skybox, fog and varous other effect". You can find it
|
|
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.
|
|
|
|
Play with it, give us feedback and learn about hd srp power.
|
|
|