are you sure you’re disabling your original prefabs while testing the impostors draw calls?
I’m not disabled
Hello! I’m a new user, going through the demos now. The ‘Tree’ demo scene’s imposter looks really bad, I’m wondering whats wrong here? (images attached)
It there an expected project settings or something that I need to toggle?
Thanks!
Was this issue solved? I’m seeing the same thing in my project. Unity 2022.3.43f1, HDRP 14
Hello
thank you for reaching out
a large update should be out soon
please note that imposters are intended by design to view from distance such as that used in LODs
Hello
Would you mind sharing just a bit more info
what unity version and pipeline?
the shader on source object aka truck, is that a custom shader or Unity Lit?
Thank you for the follow up
For SG shaders aka custom you would need to have the property names matched same as the property names in Unity Lit
If that is not possible then you may need custom bake and runtime shaders for impostors
feel free to jump over into the amplify discord and chat with me if you need any help
David
Hello,
I am using Amplify Impostors for the first time, so I’m kind of new, but whenever I bake an impostor for one of my Speedtree trees, the impostor is red (red shading). But I can’t get the impostor to be “green” for my trees.
In all of the example videos, the people press the arrow (or just click on) the “Shader” area, and it drops down to reveal a “Copy From GameObject” option area. They then click and drag one of the tree LOD’s into this area, and the impostor tree turns green like it should.
But my impostor shader does not have this area. It seems to be missing. Am I missing something?
One note: I did have 3 or 4 script errors with the “TVEAIInstaller.cs” script. So I’m not sure if that affects anything or not?
Thanks for any help.
Hello,
Thank you for the report and welcome
For the script errors it does not directly look like amplify and may be a different asset made by TVE ?
for speed tree can you give just a bit more info including Unity versions / unity pipeline and what version of speed tree shader. You can also send relevant info thru email support@amplify.pt if you wish.
Thank you for such a fast reply,
I am using Unity version 2021.3.6f1 and the HD render pipeline. I am also using the “Boxophobic/The Vegetation Engine/Default/Leaf Subsurface Lit” shader for my SpeedTrees. And I believe I’m using SpeedTree 8 version of the trees.
You’re correct I am using the TVE amplify impostors module (The Visual Engine module). I forgot to mention that in my post above, sorry. I’m glad you caught that. So maybe I need to ask on the Boxophobic forums or Discord, especially about those script errors? By the way, does Amplify Impostors have a Discord server as well?
If you need any more information let me know. Thank you for any help.
yes, links below
I see you are already in contact with Boxophobic
Asset Store Page - Manual - Wiki - Discord****************
Download Latest Version
yes, links below
I see you are already in contact with Boxophobic
Asset Store Page - Manual - Wiki - Discord****************
Download Latest Version
Thank you David.
Hi David.
I just improved your shaders to support albedo multiplying.
I need it because my game has a feature that allows me to change material colors in real time.
Please include this change to the next update. It costs nothing because of using #pragma shader_feature.
Thanks.
AmplifyShaders.zip (18.5 KB)
Thank you, received
For info you can also send such change requests in this git thru opening new issue
Issues · AmplifyCreations/AmplifyImpostors-Feedback
Hello
I bought Amplify and ran the sample, but when the view is updated, the object emits light.
The barrel/tree/impostors I created in the sample all emit light in the same way.
Is there any way to fix this?
I only imported Amplify Impostors into the test project and placed a barrel in an empty scene.
Test environment
Unity6000.0.29f1
HDRP 17.0.3
Amplify v0.9.9.5