It is expected to have a bit of a spike when loading a new terrain because the terrain data (heightmap, detail maps, etc.) need to be loaded into memory. The total memory depends on the size and resolution of the terrain. I am working on improved streaming behavior for the next update to reduce the spikes, but it will always have a bit of a memory impact.
Is there any specific reason for having terrains of 50x50 in size? It is quite a bit smaller than most terrains, and the detail/heightmap resolutions are quite high compared to the terrain size. This is one of the reasons why the spike is so large. I recommend to reduce the Detail Resolution and Heightmap resolution if you can.
If you need more details then I can help you after the weekend.
Painting details show error “The current render pipeline does not support Detail shaders” on the trial version. The details still work but is there a way to remove the error?
In order to use the benefits of what comes with URP 11, it looks like I would have to upgrade my project to unity 2021. If I’m not mistaken, nature renderer won’t work with 2021 yet?
Hi nature renderer isn’t working on Android ( power vr gpu open gl es 3.2 ) URP template unity 2019.4. Where it is working on other device I tested for example Android 512 gpu with same scene and settings. I’m thinking of switching back to standard pipeline maybe it will solve the issue for powervr devices. Thank you
[Edited] Hi I made new project with standard pipeline unity 2019.4 build platform Android 10 Mediatek Helio p90 powerVR rogue GM9446 gpu and using vulkan api with deferred rendering. This time I was able to get trees to show on my standard unity terrain but not able to show the grass details on terrain in build(actual device) where everything seems to work fine in editor open gl es 3.0 emulation. Any suggestions? Also everything works smoothly using Qualcomm devices but with Mediatek(powerVR gpu ) it not working. Thank you
There is most likely an issue with Unity’s graphics API for instancing on that specific hardware. Can you try disabling Procedural Instancing in the Nature Renderer component to see if that works? I have also received another report that Unity’s Graphics API is not working on some hardware (for GPU instancing in specific).
Thank you sir. I will give it another try. And let you know the results. Because I’m also surprised that I’ve two devices one is less powerful (adreno) than other (powerVr) but still less powerful one is working perfect and other don’t. Thank you sir once again. I will let you know.
Hi Sir thank you. The solution provided has worked really well. Would you recommend your nature shader pack/nature shader essential for trees and grass on mobile ? I would like to have performance with minimal quality. Personally I think if I use your nature shader essential for all vegetation and tree it will perform better due to gpu instancing. What would you suggest? Thank you once again.
As far as I know. First create a new project with HDRP template. Or import in a project (HDRP pre installed) in your project. Then import nature renderer and it will import the suitable package for your project (SRP) afterwards you can change the material property to your needs.
when i doing your suggestion above in HDRP version nature shader.templatex, it give me an error (things are fine in URP):
Shader error in ‘HDRP/Nature Shaders/Grass’: Fragment program ‘frag’: Unrecognized sampler ‘sampler_albedo’ - does not match any texture and is not a recognized inline name (should contain filter and wrap modes).
at line 2306 (on d3d11)
Hi,
got a problem with procedural instancing on the newest version. When it’s on and I’m getting my game or scene view cameras close to the vegetation prefabs, they disappear. With procedural instancing off, they work like a charm. It was fine in the previous versions.
@Visual-Design-Cafe Hi sir will nature renderer work with Unity 2018.3? I’m tired of bugs and freezing issues in Unity 2019.4. so I’m gonna re Port my project to Unity 2018.3. Thank you
When Nature Collider component is used to interact with grass, if the collider is below the terrain (let’s say 10m below terrain, the collider will drag grass below terrain.)