2018.3 Terrain Shader

Node-based Shader Editor
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CrashDummy
Posts: 4
Joined: Tue Mar 20, 2018 1:34 pm

2018.3 Terrain Shader

Post by CrashDummy »

Hello, I'm trying to understand if my idea is feasible by using Amplify Shader. I'm currently working on a 2018.3 terrain in the legacy pipeline (no HDRP or LDRP). The only new option I'm using is the "Draw instanced".

My goal would be:
- 8 albedo (with respective normal, metallic, roughness, ambient occlusion and height maps)
- height blending
- compatible with GPU instancing of Unity's terrain

Ideally I would pack the textures or use texture arrays (because 8 * 6 would be about 48 textures).

I saw on the website that there is a single pass four splat terrain shader as example. At the current state of the editor, would it be possible to extend it to achieve my needs?

Thanks in advance!
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Amplify_Borba
Posts: 1239
Joined: Mon Jul 24, 2017 9:50 am

Re: 2018.3 Terrain Shader

Post by Amplify_Borba »

Hello, we've recently added support for Terrain instancing over Unity 2018.3, so it should be possible to either extend or use that sample as a base for your own shader while using this new feature, but please do let us know if you come across any sort of issues.
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corjn
Posts: 2
Joined: Sun Feb 24, 2019 10:00 am

Re: 2018.3 Terrain Shader

Post by corjn »

Hey, I downloaded the latest Amplify version on the asset store on Unity 2018.3.6, but shaders made with amplify does not seem to work with draw instanced, is it still under work ?

Thanks for your help,

Jonathan
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Amplify_Borba
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Joined: Mon Jul 24, 2017 9:50 am

Re: 2018.3 Terrain Shader

Post by Amplify_Borba »

Hello!

You'll need to toggle the new Instanced Terrain parameter in the main output node, can you please confirm that it's On?

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corjn
Posts: 2
Joined: Sun Feb 24, 2019 10:00 am

Re: 2018.3 Terrain Shader

Post by corjn »

Hey, thanks for the feedback !

I was not aware of that toggle box, just tried it and it's working well :)
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