Does anyone need a Snow Mesh Trail Renderer? Anyone working on a snowboard/ski title? Take a look at the screenshots below and check out the demo and documentation if you are interested.
Use the Snow Mesh Trail Renderer to draw a 3d mesh trail in your winter environment. Exclude obstacles (e.g. a slide box in a snow park) that need no trail by using a layer mask or by rendering the trail on terrain only. Additionally, the trail will be drawn only on the ground, it will stop drawing while in air. You can also use this asset in other environments than snow, replace the textures and draw your trail in the desert!
Features:
get started with diverse trail prefabs
demo scene showing different setups
3d mesh trail
diverse snow shaders
draws trail only on the ground (off in air)
layer masking objects
let it draw on terrain only
mesh normals for lighted shaders
mesh UVs for textured shaders
Any feedback is appreciated! The same is true for feature requests! Also, please ask your support questions here.
hello~.i bought this nice package right now. Then i noticed that it seems to only draw on unity terrain…How to make it draw on something that is not unity terrain…Help, Plz…
You simply need to comment out this line:
“ZWrite Off”
from the “Custom/SnowTrailShader” in “MT_SnowTrailShader.shader”.
Without this line the snow trail will be also rendered on top of any geometry.
By the way you can also use any other Unity built-in shader instead of my shader to draw the snow trail.
Please, contact me again if this doesn’t resolve your problem!
Thanks for reply~
With out “ZWrite Off” this line, the snow trail can be drawn on my geometry,
but it seems to happen something wrong in rendering like this…
You are a good guy, and thanks for your patience~
With this new shader, i found there is something little problems like the trail sometime would flashing, and trail mesh doesn’t smooth enough compare to the shader before…
@roclau0102 : I have updated the shader in my post above. Now it has a z-buffer offset. By default it is set 0.02, but you can change the value in the material inspector.
If this is still not what you need, then you have to describe your game a little more. Do you want to have the trail over all surfaces? Or can you use custom shaders on the surfaces that should receive the trail?
With the new shader, now the trail looks great~
Year, i would like to tell you about my game. My game is a ski game that the player can ski on the snow. But now the problem is that the trail can’t match the ski board’s size when the character do turning action. The trail is always slim…
I thought the problem is because my character’s ski borads have no collider…Is that right??
Have you used the MT_SnowMeshTrailUpdater script? It should handle this for you. It has nothing to do with colliders.
Try to copy paste the setup of the sledge in the example scene to your skier (TrailScalerBottom). The only changes that you will need to make is to rearrange the transform positions of the trails. The most important part of the scaling is the scale of the trails parent transform TrailScalerBottom you will find that the scale is (1, 1, 10).
[EDIT:] once you got that running, it would be super awesome if you could rate the Snow Mesh Trail Renderer on the Asset Store
I’m on holiday for the next two weeks. I will not be able to give you support during this time. Post your questions I will answer them later. I’m sorry for any inconvenience…
Hi!
I’m working on a game, that takes place on a snow planet.
The planet was modeled in blender and is in one single mesh.
I bought your package and used the modified shader you posted earlier, and it works on some parts of the planet now.
But not in others. Any ideas how I could fix this?
Also, I have a building on the planet inside of which I would like there not to be any snow trail.
Maybe that’s a dumb question, but how do I avoid that?
Can you please post a screenshot? Have you tried to increase the z-buffer offset of the shader/material?
The MT_SnowMeshTrailUpdater script has an IsDrawing property, simply set it to false as soon as the player enters a building and set it back to true once the player is outside again.
Thank you for your previous reply.
So, everything within the top area works as intended, but below the first red line, the trail moves away from the center of the ball, until completely beside it and then vanishes abruptly once you pass the second red line.
it is a defined line apparently, as you can see in the picture on the right.
The planet is an fbx, modeled in Blender.
I was able to reproduce the same behaviour. I have fixed the problem in the next version. Please send me an e-mail, then I will send you the beta version of the next Snow Mesh Trail Renderer release.