Megascans 3d Plants to Unity shading setup ...

i tried to shading megascans 3d plants as PBR [show on below] but with translucency … so seems that it’s impossible with default unity shaders!?

how to do this? needs an special shader for foliage??

You have to add the transparency mask in the Albedo alpha channel in an image editing software and save as tga for example.

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i know … but what about translucency - means subsurface [not transparent - AKA alpha channel]??

You would need to create a shader that supports subsurface scattering and then create a thickness map as input.

EDIT: try this Fast Subsurface Scattering in Unity (Part 1) - Alan Zucconi

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well … i can’t create the shader … why i’m asking on this forum about how to create shader?

So use the link I provided?

It will show you everything you need, just copy and paste…?

i hope t

yup … i needs an pro shader for copy and paste :]

I’m not sure what you mean?

If you mean “Unity pro”, unity has’nt had pro and free versions since Unity 4. If this is what you mean, I really cant recommend updating to unity 2017 more, if this is the type of shading you want.

i’m working with 2018.1 … but i cant find good shader that support all of that megascan pbr channels to achieving good realistic result :\

Right, you should have mentioned that.

2018.1 works entirely differently to other versions.

Are you using the SRP?

Which SRP are you using, HD or LW?

HD has support for subsurface already built in, LW will require you to add it manually and requires writing a new master node.

Honestly, 2018.1 is beta right now so if your having problems thats why, your not meant to be using it to make stuff, just to bugtest and evaluate.

and where is this SRP??

3376454--264878--Untitled-1.jpg

Okay, based on what your asking and saying, you really really should not be using the beta version.

Everything graphics and shader related have changed as the rendering pipeline has changed in 2018 onwards, and is not finished or even fully usable.

The SRP is not a shader , its a scriptable render pipeline. You need to either choose a pipeline or write one. The included pipelines are in preview as they are not finished or even fully functional. You cannot switch between them on the go, you have to choose one and stick with it for the project. This is why you should wait rather than locking yourself into a pipeline that isnt finished, and you likely wont fully understand yet until it is and documented as such.

Download 2017.3 and use that until 2018 is out of beta. If you dont do this, I am afraid you are going to have many many issues breaking your project for a while. If you get 2017.3 you should be able to just download the project file from the link I sent you and use that shader, or follow the tutorial and copy and paste until you have a working shader.

Otherwise, wait until its out.

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thanks for reply … i tried some of asset store shaders like as advanced foliage or somethings that gave good results but not as real as megascan results … i’ll try this new pipeline … i like an premade package , not githubby :\

Thats why you wait for it to come out. Its on github because it is not released yet.

You should wait until 2018.3 or such then, much later in the year after GDC.

2018.3?? :hushed:
two gigabyte download of SRP for just a few kilobytes shaders!? thats bullshit!!

i tried SRP on 2018 … its very buggy and not production ready!! and nothing special shading!! just ggx and anisotropic and simple subsurface profiler shaders!! we can search on asset store to finding better shaders :smile:

like as pre integrated skin … or better anisotropic :\

just comes good lighting features … not very special shaders :expressionless: