This asset allows you to create and manage the system with realtime volumetric surface deformation. You might already noticed similar feature in some AAA titles. Such feature will definitely make your game more dynamic and realistic looking. To achieve the best performance it uses true power of compute shaders along with DX11 hardware tessellation.
Edit surface with brush or import heightmap. Just like Unity built-in Terrain
I am currently using RTP terrain shaders, does your shader integrate well into other shader packages? Or does your shader have functionality comparable to RTP?
Hi. My shader has no compatibility with other assets. Deformable surface is a separate object with its own mesh and collider, but you can cover your terrain with this surface in one click. It is not a perfect solution, but manipulating with texture tiling and position will make it look like the surface is a part of the terrain.
Currently I can’t tell if I can implement all RTP visual features in this asset. RTP is a great asset and it has much more advanced terrain shader than Unity bult-in terrain has.
hey, absolutely amazing asset and I was wondering if you were going to make your “surface physics Sphere” script work directly with the unity wheel collider? because at the moment I’m finding it impossible to make them work together.
thanks for all your work to make this asset.
SurfacePhysics scene is just a showcase of how to get offset value at given point. Then you can use this value however you want. It is clamped between 0 and 1.
I don’t know how exactly wheel collider and other things is configured in your project. You could limit the angular velocity, damping ratio, maximum velocity of the whole object etc. There is no unique approach, so this thing is up to you.
thanks for your works, it’s kind of part i was needing for my project.
but i need it to be tilelable and if it works nice in terms of memory, it’s not good due to the normal map
and when i hit play the mesh is deformed along the surface normal to a 45° angle certainly:
is it possible to check about it ?
also another thing is about the material, wich is wimple but maybe to much simple, and would be nice to being able to mix our own shaders to get better results, don’t know if you can do it
I don’t recommend to use the surface as a tile part. Currently there is no way to make it seamless cause distanced tesselation method will render it incorrectly.
Those deformations at top-right corners comes from compute shader. It is reading all neighbour pixels so it goes out of bounds by one pixel of the heightmap in that place. I’ve noticed this before release but leave it as is due to optimization reason.
What about material is that there is no way to write a simple surface shader for it. Applying tesselation in surface shader will not allow to use custom in-out structs. For sure that’s kind of dumb limitation. So in order to change the shader by your needs you should learn how vert-frag shader works. It’s may be painful but not impossible
Anyway, currently I’m working on v1.1 and will see what I can do with all of this.
I am interested in your asset but I have some doubts about whether I will get the results I want.
Could you pass a trial version of your asset to test it thoroughly before buying?
Well my doubts, as I said, are related to what level of visual detail will come to show on the scene, if the material that uses your shader I put textures 2k, 1k, etc. Both in the near and in the distance.
Also performance theme …
Other doubts are how I can shape the mesh that uses its shader, so that it will fit well to the irregularities of my terrain. For example, I am creating an island and I especially want to be active for the theme of treading on beach sand and other sites.
Another problem I have read above is that it does not support RTP and I work with RTP. For me it is absolutely essential to be able to use your asset and RTP together. Which leads me to have to experiment and test with your asset to see if that is possible for me. That’s why I asked for a trial version.
I would also like to try more things to see if your asset meets my expectations.
Is there really no possibility of testing your asset before you buy? I would be very grateful since I am very interested in your asset, but I do not want to spend the money so that later it does not meet my expectations
As I wrote above, deformable surface is a separated object with it’s own mesh and material. So it does not matter if you using RTP or Unity built-in terrain. Terrain alignment is just a small feature that copies terrain heightmap data and pastes it to the surface. The shader itself working in conjuction with compute shader and not suitable for terrain.
Note that there is no texture paint feature cause masking will cost much more memory then. You only able to change the geometry and choose only two types of textures with normal maps. One for the bottom part and upper for other. For example, the snow texture and the dirt under the snow texture.
Look at the 2nd video on Asset Store page. It has a demonstration of terrain alignment feature.
I want it for a very large island, but only for the whole sandy beach area. In the video you told me, I see that it adapts well to the terrain vertically (Y axis) … But what happens when you have to adapt the mesh to the turns (left / right) that has a coastline ?
I suppose you will have to create many “deformable surfaces” with your asset and place them properly … But then what performance would you have with many meshes of your asset in the terrain?
I found a workaround. I need to change (using the Editor debug mode) the scriptable object “New Deformable Surface” value for the SurfaceKernels from SurfaceKernelsEditor to SurfaceKernels.
It´s working, but it´s annoying to change everyone manuallly.
Hi there, I bought your deformable surface asset from the Unity asset store and am having some issues getting it to work. I am not able to get newly created deformable surface to deform.
In Unity 5.5.0f windows 10, if I create a deformable surface and press play I get this error:
No game objects will deform the newly created surface. The demo scenes work as expected. Game objects I create will deform the demo scene surfaces as expected, it is just newly created surfaces that do not work.