[WIP] Hazy Hills - Temperate Coniferous Forest Environment

Glad I could try it out, it’s really high quality. I didn’t expect the ground tiles to be so detailed first. The pine leaves are close to perfect while the small flowers and plants add the cherry on top. It was fun to try out some experimental lighting in this pack, it was just perfect for this. Now I got to improve my lighting rendering a little bit more. I’m sure I could have done a bit better but this is what I come up with within a short amount of time.

Congratulations on getting it approved! Good luck with your next work! :sunglasses:

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So this uses CTI for trees, right? What shader does it use for grasses? And for the dead logs?

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The standard package uses CTI shaders for trees and all foliage, yes.
The HDRP (and soon the LWRP/URP) package uses my custom, shader graph-based shaders for foliage and trees.
I posted a video some while ago, but I guess it fell victim to my Youtube cleanup.

The HDRP shaders are slightly faster than CTI, (about 10% faster) but do not have certain features such as branch bending.
The grass in the standard package uses CTI shaders, but most features other than edge flutter are disabled.

I haven’t experienced any issues using CTI for grass in Standard RP Unity 2017+ through 2019, but I may add a custom shader if people would prefer it.

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I went ahead and dropped a ppsv2 profile preset sample in the standard package as well, since it is pretty much interchangeable with the HD rp 2018.x post processing anyway, just to show that the materials of the two rendering pipelines are more or less identical out of the box.

I also acknowledge that the current offering of rocks is limited to smaller boulders, so I will be adding procedural material shaders for larger rock formations.

With these, you will essentially be able to create cliffs of any scale, using either the rock meshes already supplied in the package, or any rock meshes that you have at your disposal- which will then be wrapped using Hazy Hills rock and moss textures, if you so desire, to match the aesthetic of the environment.

Just a quick and dirty example of what I mean:

These features will be added together with Vegetation Studio support in the next update.

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So far there haven’t been any issues with Vegetation Studio implementation, but we would like to make some tests on different machines for compatibility and performance, just in case.

If anyone with either Vegetation Studio or VS Pro would like to help in that regard, and test the package in the process, just drop a message in my inbox.
Thanks!

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It looks amazing. I will use it. That’s what I needed.

Great!
Let us know about what your experience setting up the project was like (whichever issues or inconveniences you rant into), and whatever it is that you would like to see added or changed!

I’m currently looking into expanding the project with more variations of coniferous trees- namely those found in primeval and sub-Alpine biomes, which will also see the addition of large rock formations.

EDIT: I feel like the biggest idiot. I just found your very helpful manual in the readme. Thanks heaps.

Thanks for making this great asset pack. I’m a little stuck though. Any idea why all the billboards are coming up like this? I’m probably making a newbie mistake, but I’m going around in circles trying to resolve this.

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Hah! Hopefully you will find the answer for your issue there.
If you still end up running into any issues that you won’t be able to figure out on your own, feel free to join our Discord channel at: https://discord.gg/dbGUsRM , or send me a message here on the forum.

Adjustments for better compatibility have been made for Unity 2019.3.7f+ and 2020.2.0a but they aren’t yet included in the package on the asset store, they will go live in the upcoming content update.

I’d like to thank all those who have checked out Hazy Hills so far, and I would also like to announce upcoming changes that we have been working over the past few weeks.

These include dedicated shader suite controlled by global volume controller which will be replacing the current included shaders (CTI/Shader graph)

These will be available identically across Built-in, URP as well as HDRP and support features such as global wind, snow, moss and rain, as well as simulated light scattering (including in Built-in deferred and URP, without shader dependencies).
The full-feature GPU foliage and grass shaders also support features such as wind direction, distance fading and color variation.

For more information and eventual ETA announcements you can join our Discord channel at: HybrisFactory@Support

Demonstrations of the upcoming shaders (in Built-in renderer):

The new tree shaders:

Global Controller in action:

The GPU instanced grass shader at 60fps, with 2.5 mil tris and regular directional light shadows.

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So this works with Vegetation Studio Pro, right? Any chance of adding dynamic snow?

Both dynamic rain and snow are already being worked on, yes (and will be implemented using easily scriptable global shader variables).

The assets in the current version on the store would work with Vegetation Studio in HDRP, yes.
But I would advise to wait for now until the update is live (hopefully by next month) since it will contain new shaders tested in newer version of Unity with Vegetation Studio, Nature Rendered, GPU Instancer and URP support, among other things.

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Great! So will rain and snow only be supported in the new version with your own shaders? (I’m already using CTI with some other trees, would prefer to keep them all on the same shader.) (And I’m using the built-in pipeline, not HDRP.)

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Are you presently using any third party solution for global snow? (e.g. Vegetation Studio snow)
If so then the assets in this package should work just fine in all that works with your existing CTI assets, since they are exported and modified using CTI, but I would make sure to test it first.

Our custom shaders work with the same meshes, they simply ignore the CTI tags, so in any case they would be interchangeable.