Compatibility mod is disabled
I have created a new project and added one by one all used plugins, the problem is with A* Pathfinder in particular I think the problem is with the (custom) system it uses to draw the gizmos, have you never encountered this problem? that pathfinder is very common
I would also like to know if there is a way to avoid seeing snow in the distance if the amount is set to 0, I was hoping to be able to have a blend between the snow-free environment and the snowy environment, but this way if I activate the distance coverage I suddenly compare the snow
Try to disable the shader feature it uses to draw the navmesh. I will look at it deeper in a two days.
You can set the Start Distance to some large value.
Hi! I’m curious if the HDRP version is going to be functionally similar to the URP counterpart? For the shaders is this something that is likely going to use shader graphs?
I’m looking to make a demo with Weatherade for a snow project and am curious if we can expect an early hdrp port in the first half of this year?
I know it’s a lot of work to support all three so no pressure! Just curious mainly how different the hdrp version will be and if there will be any drawbacks considering the current state of shaders in hdrp
Hi,
I can’t provide any time estimate about the HDRP version, sorry.
How can I use Render Graph Compatability mode (disable render graph) in URP Unity 6 and still have the snow trace work properly? Snow deform only seems to work WITH render graph enabled.
I’m glad it works with render graph but i am trying to use some custom shaders that DONT work with render graph.
Hi,
I don’t support the compatibility mode in Untiy 6, sorry. It’s a pain to support all these things. I hope for your understanding.
But you can try to do it yourself. Search for UNITY_6000_0_OR_NEWER directive in the CoverageBase, SRS_TraceMaskGenerator and SRS_ParticleSystem scripts. Try to simply remove these directives with the code inside them. This will force Unity to use non-render graph code, so you will be able to use it in a compatibility mode.
thanks i will give it a try.
Thank you for making this wonderful plugin!
I just had to explore Weatherade with the new Realistic Tiger since it also has a Snow Tiger variation. While at it I upgraded my Weatherade project to latest Unity 6. Everything works as expected, awesome! Here’s with the Weatherade Demo scene:
Looks awesome! Thank you for sharing the video!
I’m looking into the performance impact and found that the trace mask generator eats up a significant portion of my frame budget, usually a little over 4 ms per frame. I’m on Unity 6 and URP, it was similar on Unity 2022.
Is this about the expected performance, or am I doing something weird? Any tips to improve performance?
Here are my settings:
This is in a pretty large scene. In a much simpler test one, it sits closer to 3 ms, with the same settings. There isn’t more than a handful of traced objects in either and they don’t move a ton either, and removing them all makes no difference. I tried to look at it in the frame debugger but I couldn’t get any meaningful output there
Hi,
It depends on your scene. How many objects are placed on these layers which set in the Surfaces and Tracer Objects fields? What is the height set for the Coverage Instance? If it’s too many objects and the height is to a some big value, so many objects are visible for the trace mask generator, then it can be pretty expensive.
But as you told, removing the objects doesn’t improve performance, then it’s something strange.
Just tested on my Ryzen 9 5900 and RTX 2080 in 2560x1440 resolution. In the sample scene it takes 4.1 ms with the Trace Mask Generator enabled, and 3.7 ms if I disable it and the traces feature in the terrain material. And it’s with all other features enabled. And if I start to instantiate tracer objects quickly (these snowballs), when they drop onto the snow, performance drops to 6-6.5 ms. This mostly happens due the tessellation feature, because the terrain mesh becomes pretty dense. But nothing too critical and unexpected there.
So my tips will be:
- Make sure to use as higher Edge Length value of the Tessellation feature as possible.
- Don’t use the Three Textures option on the materials if you can get by with only one snow layer.
- Don’t use the Detail Texture on the traces if you can.
- Use lower Resolution for the trace mask.
- Use lower Horizontal Size and Depth for the Coverage Instance
- Use RG Half Depth Texture Format in the Coverage Instance if possible.