Book of the Dead: Environment

The builtin terrain shader doesn’t support HDRP. Look at the custom material assigned to the included terrain and work your way from there.

Yeah so it used to require DX11.1, but I think that requirement isn’t actually needed anymore since we ported it to a compute shader. I’ll look into removing this restriction for the next package update.

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Thanks would be great!

Hi!

Amazing project, I’m going to have a blast playing with this. But it would be really helpful if you guys could give us some sort of documentation on how everything is organized in the scene. I hope this is coming?

Sweet! I threw some characters in:

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I

Is there something in particular that you would like explained?

Great stuff. It is photo-realistic in my eyes…
Thanks for that. :slight_smile:

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Hi! I’m using the Unity 2018.2.0b9 version for tis asset, but after the import I have received error messages. What I’m missing?

ArgumentException: Kernel ‘KMainTopRight’ not found.
UnityEngine.Experimental.Rendering.TexturePadding…ctor (UnityEngine.ComputeShader cs) (at Assets/_LocalPackages/botd.com.unity.render-pipelines.core/CoreRP/CoreResources/TexturePadding.cs:20)
UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline…ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) (at Assets/_LocalPackages/botd.com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs:231)
UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.InternalCreatePipeline () (at Assets/_LocalPackages/botd.com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipelineAsset.cs:17)
UnityEngine.Experimental.Rendering.RenderPipelineAsset.CreatePipeline () (at C:/buildslave/unity/build/Runtime/Export/RenderPipeline/RenderPipelineAsset.cs:19)
UnityEngine.Experimental.Rendering.RenderPipelineManager.PrepareRenderPipeline (IRenderPipelineAsset pipe) (at C:/buildslave/unity/build/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:54)
UnityEngine.Experimental.Rendering.RenderPipelineManager.DoRenderLoop_Internal (IRenderPipelineAsset pipe, UnityEngine.Camera[ ] cameras, IntPtr loopPtr) (at C:/buildslave/unity/build/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:27)

Hi, could you please try right clicking on ‘Assets/_LocalPackages’ in the project view and choosing ‘Reimport’?

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Let me try in a minute. :slight_smile:

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Thanks. It’s solved the problem. :slight_smile: This asset are awesome, I have tried on a not to massive PC and just run smoothly 30-35 FPS. But I think I need more memory because the editor is ate 10Gb ram and really slow. :smile:

Update: Editor just first time was slow. Now is ok.

CPU: AMD A10 7850K Black Edition (FM2+)
RAM: HyperX Fury 2x8Gb DDR3 1866MHz CL10
GPU: ASUS Strix GeForce GTX950 2Gb GDDR5

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What’s the main reason why the Progressive lightmapper was used instead of the Enlighten GI system? Can the same or better be achieved with Enlighten or not as well.

Amazing work! How would I go about publishing this for iOS and/or tvOS?

The UCL does permit this. (That being said, I would personally hold off on this task at least until 18.2 leaves beta)

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Unfortunately, right now you don’t, because HDRP currently does not support either platform.

Hold off why? You mean maintaining custom SRP? If so, I can agree on that, especially if you guys will port any of the BOTD changes back to mainline (would expect at least the 16-bit shadow buffer find a way there).

Otherwise, it’s nice to have the git diff to see what BOTD actually changed on the SRP and PP, it gives an idea how big some of the changes are if someone is going to attempt modifying SRP themselves for custom things.

Yes, it will be maintained for a while, and yes more of the changes will be brought back to mainline (like the 16-bit shadowmaps option e.g.).

How run in fullscreen mode?

What fps do i get with a 1050ti?

Standard Unity way; either uncheck ‘Windowed’ in the configuration popup or press alt+enter to toggle while the app’s running.