[Coming soon] Advanced terrain shaders – Volume 2

this reworked version of the advanced terrain shaders ships with:

check it out on the asset store:

lars

just a quick preview on the lighting features supported by the grass and vertexlit shader:

due to the fact that the terrain does not cast very accurate shadows you might get some problems on shadowed slopes:

lars

and a preview on the enhanced billboard shaders:

798107--29292--$billboards.jpg

Great ! billboard tree shading with original shader is really bad. Seems to be fixed soon :slight_smile:

first demo is online:

http://bit.ly/zBHqU8

it contains all mentioned shaders and shows:

  • “high” detailed meshes placed within the terrain engine with improved bending (compared to the original shader) like reed and flowers
  • better lighting of billboarded trees
  • enhanced tiling of the rock texture on the terrain

any feedback is very welcome,

lars

Lars,
does the new demo show the demo terrain which is included?

@ holger53: yes, it shows the terrain which will be part of the package.

This is superb, thank you lars.
I ran the web player…and noticed some “ghosting” or stretching of some of the grass, blowing like crazy. Maybe just my machine though.

Hi Lars

great stuff , did you paint the terrain by hand ?

thanks

Norby

@jc_lvngstn: i guess this occurs near the water plane and only in forward rendering mode?
i don’t know why but this could be the reflection camera not using the modified shader, because this floating around of grass is what you get when you use the standard grass shaders on imported geometry…

@norby: no – for the basic heightmap i used geocontrol, for basic texturing unity terrain tools. but there is a lot of hand work involved as well :wink:

lars

lars,

very interested in your demo terrain.

You already can mention a price?

Also…any idea how well this would work in deferred rendering mode, or would there be much difference?

@holger53: it will be free.

@jc_lvngstn: …hmmm – you can switch between the two rendering modes: “1” = forward / “2” = deferred

Very nice cant wait to use it,really hated old billboard but now it looks good.

looks great, shadow distance in the demo between forward and deferred seems inconsistent, and I was getting a strange (i think shader based) artifact around the nearest pond to start location with a shadow of the grass flicking across the pond.

P.S. View using Safari on Max OS Lion

@psyclone: thanks.
and as far as the flickering is concerned:

just submitted to the asset store :wink:

Eeek sorry about that, my window wasn’t sized large enough, so I missed the text.

One question…does this package supports custom meshes now for grass / plants? And does that means that any model can be used now for plant?

@janpec: well, custom meshes for grass have always been supported – although they tend to float around for the bending is applied to a whole cluster and not a single “plant” or mesh.
my grass shader provides individual bending for each mesh. but the amount of bending is controlled by the vertex’ uv y-coordinate.
so there are certain restrictions for the meshes and how they have to be mapped. pretty easy for simple meshes like the fern or the reed shown in the demo – a bit more complex for a more “detailed” meshes like that of the flowers shown in the demo: not really a top model, as i am not a modeler at all, and with a rather weird uv mapping: everything but efficient – just a proof of concept and my first attempt to model and map some bit more complex geometry fitting the constrains of the shader.

798955--29317--$flower_uv.png