I did that earlier, but after simply deleting Library and reimporting the whole thing from version control it works fine. Thanks for responding after all these years Cheers!
Hey, shaders look amazing, 2 questions tho:
- is there WebGL demo (web player demo does not work)?
- does it support single-ass stere rendering?
I use this asset in my project
Hi tomaszek,
Any possibility of this being used in URP projects, any possibility do let me know.
Regards
@tomaszek
What is the best way\software to create height map for Uber POW?
Do you mean POM? Heightmaps are nowadays standard for most serious texture libraries. if you want to author your own you can consider tools that can process normalmaps (if you have them) into heightmaps. But no specific tools here that I could recommend - I havenât been using them since ages, so no info up-to-date possible :). I believe googling for something like âtexture heighmap creation from photosâ would give you some hints.
Good afternoon @tomaszek . I have a project with relief and Uber shader. When I activate fog, game objects with Uber shader (Rocks and magma from volcano) donât work properly . Do you know what I am doing wrong ? Thanks !
Probably your camera renders in forward. Please take a look at the contents of UBER_ForwardFogType.cginc file and uncomment (remove //) the line with the fog type youâre going to use. (Itâs kind of historical issue at time when Unity missed free keywords).
Exactly. I appreciate it.
I want to obtain the shader, but have a few questions. Itâs pretty unclear for me. Which features available in deferred shader? Translucency - ok, what else? Fuzz or Parallax displacement? Refraction?
Everything is available in deferred. Refraction canât work in deferred because it involves transparency. As in case of other effects like that, Unity simply renders in deferred everything that can be drawn in deferred and then at the end it draws the rest of objects using forward lighting. Long story short - if you set camera to deferred youâll not experience limitations of UBER shaders functionalities. Rendering details âjust worksâ. Remember it works in built-in rendering pipeline only. I hope that after years of being distracted by other jobs I probably release something funcitonaly similar to UBER shaders that works in URP/HDRP. I plan current UBER users to not have paying much for upgrade.
I mean, this functionality is the part of Internal Deferred Shading? (or calculated in the shader then adds to emission gbuffer) or the shader will be forward? I heavily rely on gbuffer normals post-effects and trying to avoid using forward shaders, if itâs not implemented into custom deferred shading or drawn with the deferred shader through emission. But the standard unity deferred is very limited.
Everything apart from transparent passes (like refraction) can genuinely be drawn in deferred lighting pass. Emission is added in gbuffer pass. Translucency is added at lighting pass. I implemented it taking advantage of unused gbuffer channels. So - in gbuffer pass I mark translucent parts storing which translucent setup is used - thatâs the only limitation as we have a few translucency âprofilesâ available comparing to unlimited amount in forward. I also store translucency mask. That makes it working with all types of lights.
Edit: You can take a look at my pdf documentation. If youâre aware of how Unity renders things in built-in RP you should be able to easily figure out the way itâs done.