I believe it worsens the higher the planet radius. But it is definitely always there even at small radiuses, even when the thickness is very low <0.2.
Smaller suspicion is some relationship between sky height and cloud height not being taken into account to do with how cloud radius determines visibility in the distance (think planet curvature determining visibility in the horizon) but sky component meanwhile is kinda detached from that principle even if said sky also does the function of being the cloud container. (Chances are I am just saying a bunch of nonsense in here )
Great, thank you!
I donāt think I quite understand what SGTLight ThreatAsPoint and SGTLightPointer are made for.
As it says in the documentation, itās for distant lights to cast shadows, but I have a use case that I donāt know if itās integrated into the plugin, and itās very difficult for me to try out example scenes since many are broken in HDRP.
I imagine it will also serve to make it behave like a point light, for example:
Planet - Sun - Planet (aligned) should illuminate the faces of the planet that are hit by this point light.
It does this, but it doesnāt render the light unless the camera is very close to the planet.
Am I doing something wrong?
Video atttached: https://www.youtube.com/watch?v=jO0mXpPytwQ
Hi @Darkcoder ,
Iām using a SGT Galaxy as a kind of holographic map, inside a transparent sphere.
I want it to be zoomable by basically to increasing the scale of the SGT Galaxyās transform.
Would it be possible to have a kind of āmaskā effect, where only the parts of the Galaxy that are contained inside the sphere appear?
thanks for the reply @Darkcoder1, I think I was mislead about the SRP batcher. Basically I am experiencing an error in the project I am working on, which uses SRP batcher but also Entities Graphics. The sky shader errors out producing magenta. This is the error:
A BatchDrawCommand is using a pass from the shader "Space Graphics Toolkit/Sky" that is not SRP Batcher compatible. Reason: "UnityPerMaterial var is not declared in shader property section" (_SGT_Sky)
This is not supported when rendering with a BatchRendererGroup (or Entities Graphics). MaterialID: 4 ("Sky (Generated)"), MeshID: 1 ("Sky40"), BatchID: 3.
So I guess the better question is will there be Entities Graphics support soon?
Hi, @Darkcoder1 I would like to re-phrase my old question like this, I know you dont support DOTS 100% but can i use normal dots/entites for other things and mix the entites physics with forget? I mean will it bake? Thanks
@ahmedaliadeel
I donāt use Entities and have no interest in trying it because very few people do, so assume it doesnāt work. SGT and Planet Forge both create and destroy GameObjects a lot during runtime, so itās unlikely any of these āconverting GameObjectsā systems would be compatible.
@JohnTomorrow
If this is something the Better Shaders shader compiler can implement then sure, but since very few people use entities it makes no sense for any asset developer to support.
Iām not sure if this has been mentioned, but I thought Iād try a URP version of my project in Unity 6, and the Planet Forge clouds extend past the horizon on a clean install. Itās 6000.0.30 with version 1.1.7 of Planet Forge, using the demo scenes at the default scale.
Edit: I thought Iād seen this mentioned somewhere: Space Graphics Toolkit & Planets - #4618 by Tsilliev but I donāt see if it was resolved.
@adsilcott
I briefly tested this when it was reported, but I wasnāt able to replicate it. Perhaps you must manually enable the Camera Depth Texture in the URP settings asset? My URP test project was made a while ago so I probably enabled this. Iām currently looking into some HDRP issues, but Iāll get to testing URP after.
Wow thatās great, exactly what I need!
Thank you
This new forum format is getting me crazy!
It seems that the issue occurs when the sun is close to the planet and the camera is behind the sun (even if the sun is only a light with no shadow sphere)
@Darkcoder1 is this an issue?
Edit: Planet types with this issue are PlanetForge, TerrainPlanet & Planet. Jovian works well. Example: https://www.youtube.com/watch?v=HhjiAoTvwTI
I checked and Depth Texture is enabled in the URP settings.
Hi @Darkcoder1
Hope youāre well. Planet Forge is really great but Iāve encountered some huge memory consumption issues. Even when details and quality is set very low. Iāve sent a handful of e-mails on the 2nd and 3rd of December detailing my findings.
If youāre able to please have a look and perhaps give some guidance that would be greatly appreciated!
Thank you very much!
@StutterFoxStudios
Iāll take a look now.
Is it possible to make the SgtLandscapeColor script so that it can generate a smaller ice cap?
I tried playing with the parameters but the closest thing was increasing the Mask Detail Offset to something higher. But that also pushes the snow further down.
Can it be made somehow so that there is no snow from the red line down?
Or in the case of tidally locked exoplanets, can we rotate the snowy region to the back of the planet?
@raydekk
The overall ice cap size is defined by the Mask Tex only. For example, Bryndor uses the IceCaps5 texture, which has the greatest coverage. You can change this to IceCaps1 which is very minimal coverage. Keep in mind these textures all have noise detail applied, so if you want a hard edge you will have to make your own texture.
Before releasing Planet Forge 1.0.0 I experimented with a purely procedural ice cap mask generating component, but I couldnāt easily get the ice cap transition looking as good as the current one made with Photoshop. I think this still holds true, so what I have in mind is a component that can take a thin strip texture of the transition, and allow you to control the thickness and position of it. Then like the heightmaps I could make a library of transition types, and youāll still have control over where it goes.
Allowing these textures to be rotated is a possibility, but it would incur a performance penalty. Doesnāt it make more sense to just rotate the planet itself?
An update to fix multi planet memory usage and HDRP flickering is about to go out though. I also still need to figure out what causes the depth map issue in URP, so once these critical issues are out of the way Iāll get back to features!
Glad to hear about the progress!
This is only for big planets, but I thought Iād mention it because it seems to be new for Unity 6. Iām these errors in the URP project:
Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name:
UnityEngine.MeshCollider:set_sharedMesh (UnityEngine.Mesh)