【更新】Winter Environment - Nature Pack 2.7
本帖最后由 微笑的猫 于 2024-8-21 10:03 编辑Winter Environment - Nature Pack系列索引:
Winter Environment - Nature Pack 1.3下载链接
Winter Environment - Nature Pack 1.4下载链接
Winter Environment - Nature Pack 1.6.1下载链接
Winter Environment - Nature Pack 2.0下载链接
Winter Environment - Nature Pack 2.1下载链接
Winter Environment - Nature Pack 2.4下载链接
Description:
Winter Environment asset created for quick and quality development of winter nature scenes. The package contains additional shaders with which you can adjust the snow amount on trees, grass and props. All trees work both with the standard Unity Terrain and Vegetation Studio system.
In collaboration with BOXOPHOBIC, we have developed AG Global Settings, an advanced GPU Wind System, intuitive and easy to use.
AG Global Settings give you control of global wind settings such as direction, amplitude, speed, scale, and mesh stiffness. You can control the wind settings both globally on the whole scene and locally for each material. This allows you to adjust differently the rigidity of the objects and the influence of the wind on them.
In addition to the wind settings, AG Global Settings contains global parameters for AO/Translucency/Tint Color and Snow. Global settings can be unique for each scene. You can adjust the look of the environment without changing the basic mesh materials.
The textures have a high resolution and were created from scanned data. The asset contains 3 types of trees. Each type of tree uses only two materials (leaf and bark). The trees have low overdraw with low draw call usage.
Features:
• NEW! Added HDRP Template version 14.0.4 for Unity 2022.2.0 or newer.
• Amplify Shader Functions included.
• GPU global and local wind with advanced control settings (direction, amplitude, speed, size, and object stiffness).
• The wind settings can be modified in real-time directly in the scene view.
• Global and local settings for AO/Translucency/Tint Color and Snow.
• Snow on tree trunks depending on the wind direction.
• PBR textures created from scanned data.
• All shaders support GPU and DOTS instancing.
• Low overdraw for trees with low draw call usage.
• Cross meshes at the last LOD for trees and bushes.
• Albedo/NM/AO/Smoothness/Mask and Height maps for all the ground textures.
• LODs for all prefabs.
Compatibility:
• PBR Rocks - Nature Pack - Uses common shaders and scripts.
• The Vegetation Engine - Conversion Presets.
• Amplify Shader Editor - Full shader editing support.
• Vegetation Studio - Instanced Indirect support (Standard/URP/HDRP).
• Vegetation Studio Pro - Instanced Indirect support (Standard/URP/HDRP).
• Nature Renderer - Procedural Instancing support (Standard/URP/HDRP).
RP Compatibility:
• Standard Render Pipeline 2019.4+
• HD Render Pipeline (HDRP) 7.2.1+
• Universal Render Pipeline (URP) 7.2.1+
Content:
• HDRP and URP templates.
• 2 Demo scenes for Unity Standard.
• 2 Demo scenes for the HDRP Template.
• 2 Demo scenes for the URP Template.
• 1 Demo scene with all assets.
• 12 Fir Trees (+3 Fir Trees with roots).
• 7 Birch Trees.
• 7 Bushes.
• 17 Grass Prefabs.
• 50 Props (Fences, Debris, Roots, Planks, Stumps)
• 3 Background Mountains.
• 4 Particle prefabs (Snow/Fog/Storm).
• 5 Rocks (from PBR Rocks package).
• 6 Ground textures (36 in total with all maps: Albedo/NM/AO/Smoothness/Mask/Height).
• 20 Cross Textures for the last LOD.
• 6 Shaders with snow (Tree Bark/Tree Leaf/Tree Cross/Grass/Props/Detail Props).
• 6 Shaders without snow (Tree Bark/Tree Leaf/Tree Cross/Grass/Props/Detail Props).
• Versions of shaders compatible with instanced indirect by Vegetation Studio
• Versions of shaders compatible with procedural instancing by Nature Renderer
• 2 Post-Processing profiles for each RP (Standard/URP/HDRP)
• Arrow prefabs with all scripts used for global settings (AG Global Settings).
• 5 Scripts for global settings.
• 8 Shader functions.
• 3 Noise Textures that can be used for Global Tint Color.
Limitations:
• Only SM3+ hardware is supported.
• Scalable Ambient Obscurance post-processing will cause visual artifacts on objects (Unity limitation).
• The objects are distorted when using extreme wind settings.
• Snow parameters from AG Global Settings don't affect the terrain textures.
Important:
You must keep an AG Global Settings prefab in each scene. When you create a new scene, make sure that you have an AG Global prefab in your scene.
Use only one AG Global prefab in your scene. Multiple AG Global prefabs are not supported.
You can find more about the AG Global system in the online documentation and also in this video.
For the HDRP template, you can find the import steps here
For the URP template, you can find the import steps here
To get the same camera effects presented in our screenshots/trailer, you will need to import Post Processing Stack and set Color Space on Linear.
To enable the full support for instanced indirect by Vegetation Studio or procedural instancing by Nature Renderer please follow the documentation steps from Third-Party Support.
描述。
冬季环境资产是为快速和高质量地开发冬季自然场景而创建的。该包包含额外的着色器,你可以用它来调整树木、草地和道具的雪量。所有的树木都可以在标准的Unity Terrain和Vegetation Studio系统中工作。
在与BOXOPHOBIC的合作中,我们已经开发了AG全局设置,一个先进的GPU风控系统,直观且易于使用。
AG全局设置可以让你控制全局风的设置,如方向、振幅、速度、比例和网格刚度。你可以控制整个场景的风设置,也可以控制每个材料的局部风设置。这允许你以不同的方式调整物体的刚度和风对它们的影响。
除了风的设置之外,AG全局设置还包含AO/透明性/色调颜色和雪的全局参数。全局设置对每个场景都可以是唯一的。你可以在不改变基本网格材料的情况下调整环境的外观。
纹理具有很高的分辨率,是根据扫描数据创建的。该资产包含3种类型的树。每种类型的树只使用两种材料(叶子和树皮)。这些树的超绘率很低,绘图调用率也很低。
特点。
- 新功能! 添加了HDRP模板14.0.4版本,适用于Unity 2022.2.0或更新版本。
- 包括Amplify Shader功能。
- 具有高级控制设置(方向、振幅、速度、大小和物体硬度)的GPU全局和局部风。
- 可以直接在场景视图中实时修改风的设置。
- 全局和局部设置AO/透明性/色调颜色和雪。
- 树干上的雪取决于风向。
- 根据扫描数据创建的PBR纹理。
- 所有着色器都支持GPU和DOTS实例化。
- 树木的低过量绘制与低绘制调用使用率。
- 树木和灌木丛在最后的LOD上有交叉网格。
- 所有地面纹理的Albedo/NM/AO/Smoothness/Mask和高度图。
- 所有预制板的LODs。
兼容性。
- PBR Rocks - Nature Pack - 使用常见的着色器和脚本。
- The Vegetation Engine - 转换预设。
- Amplify Shader Editor - 完全支持着色器编辑。
- Vegetation Studio - 支持间接实例(标准/URP/HDRP)。
- Vegetation Studio Pro - 间接实例支持(标准/URP/HDRP)。
- 自然渲染器 - 支持程序实例化(标准/URP/HDRP)。
RP兼容性。
- 标准渲染管线 2019.4+
- 高清渲染管线(HDRP)7.2.1+。
- 通用渲染管线(URP)7.2.1+。
内容。
- HDRP和URP模板。
- 2个用于Unity Standard的演示场景。
- 2个HDRP模板的演示场景。
- 2个URP模板的演示场景。
- 1个包含所有资产的演示场景。
- 12棵冷杉树(+3棵有根的冷杉树)。
- 7棵白桦树。
- 7个灌木丛。
- 17个草地预制件。
- 50个道具(栅栏、碎片、树根、木板、树桩)。
- 3个背景山。
- 4个颗粒预制件(雪/雾/风暴)。
- 5 岩石(来自PBR岩石包)。
- 6 地面纹理(所有地图共36个:反照率/NM/AO/平滑度/面具/高度)。
- 20个用于最后LOD的交叉纹理。
- 6个带雪的着色器(树皮/树叶/树木交叉/草丛/道具/细节道具)。
- 6个不含雪的着色器(树皮/树叶/树十字/大草/道具/细节道具)。
- 与Vegetation Studio的间接实例兼容的着色器版本。
- 与Nature Renderer的程序化实例相兼容的着色器版本。
- 每个RP的2个后期处理配置文件(标准/URP/HDRP)。
- 带有用于全局设置的所有脚本的Arrow prefabs(AG全局设置)。
- 5个全局设置的脚本。
- 8个着色器功能。
- 3个噪声纹理,可用于全局色调颜色。
局限性。
- 只支持SM3+硬件。
- 可扩展的环境遮蔽后处理将导致物体上出现视觉伪影(Unity限制)。
- 当使用极端的风向设置时,物体会被扭曲。
- AG全局设置中的雪参数不影响地形纹理。
重要的是。
你必须在每个场景中保留一个AG全局设置预制件。当你创建一个新的场景时,确保你的场景中有一个AG全局预制件。
在你的场景中只使用一个AG全局预制件。不支持多个AG全局预制件。
您可以在在线文档和这个视频中找到更多关于AG全球系统的信息。
对于HDRP模板,你可以在这里找到导入步骤。
对于URP模板,你可以在这里找到导入步骤
为了获得我们的截图/预告片中呈现的相同的相机效果,你需要导入后期处理堆栈,并将色彩空间设置为线性。
要完全支持Vegetation Studio的间接实例化或Nature Renderer的程序实例化,请遵循第三方支持的文件步骤。
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