i'm really happy integrating impostors to my project, it's a real gain of time for LOD and great quality improvment,
however i noticed some little things
- the baking system is disabling MeshRendering to do his job, but when you have multiple sub-objects, it forgot to reactivate them, which must be done manually.
- The specular baking needs some improve as you may see on my screenshot
Screenshot at 2018-08-13 11 29 38.png (199.41 KiB) Viewed 11530 times
i'm really happy integrating impostors to my project, it's a real gain of time for LOD and great quality improvment,
however i noticed some little things
- the baking system is disabling MeshRendering to do his job, but when you have multiple sub-objects, it forgot to reactivate them, which must be done manually.
- The specular baking needs some improve as you may see on my screenshot
Screenshot at 2018-08-13 11 29 38.png
Hello,
Thank you for getting in touch!
Can you elaborate on the MeshRendering issue? We deactivate it for LODs, and only when they disappear; I'm not sure I understand why would you need to reactivate sub objects.
Can you show us your hierarchy?
Are you using a custom shader?
The object baked is a LOD Group, which sometimes may have multiple Object for LOD0 .
for custome shaders i set back to standard to get it to works (tree shaders for exemple as standard cutout)
But some standard material may not have any texture applied to Metal channel, which result this specular values rendered.
to correct this i had to remove the generated map from specular channel and can get want i want.
LOD Setup
Screenshot-at-2018-08-16-13-29-31.jpg (72.78 KiB) Viewed 11522 times
Removed Specular
Screenshot-at-2018-08-16-13-29-48.jpg (23.64 KiB) Viewed 11522 times
Thank you for sending the sample, I've passed it along to the developer as there seems to be an issue with the generated specular map.
Regarding the baking system disabling the MeshRendering and not reactivating it, this is actually working as expected due to a design decision, apologies for the inconvenience.
We'll be sure to get back in touch as soon as we have any developments regarding this situation.
Upon investigating this situation, it seems that it happens because the shader is not behaving properly in deferred, which you can confirm by setting the camera to deferred.
Impostors bake the textures as if the rendering mode was in deferred, which is why the impostor looks different, so the ideal solution for this case would be for you to use a shader that is properly compatible with both forward and deferred rendering paths, like the standard shaders.
Another good solution would be to reduce the "Shininess" material property to the lowest value since this is the main property that is causing the issue and there's almost no visual difference between between a high value and a low value in forward but there's a huge difference between the values in deferred.
Have you had the chance to rate and review Amplify Impostors? It would be awesome if you could share your experience with the Unity community, the Unity Asset Store thrives on user interaction and direct feedback.
Every bit helps, your feedback is extremely valuable to us!
Feel free to get back in touch if you have any further issues or questions, thanks!