11/18/2023 0 Comments Unity forums ngss 2.0![]() Shadows will also get updated only if entities are moving inside light and two atlas will get rendered (one for static objects that will get generated by user any time and one for dynamic objects that will updated when entities are moving wihtin the light frustum). We already did this sort of shadowing on our mobile game and runs gazzillions faster than any other combination of soft-shadows (many many times cheaper than any PCF technique) and the cost is exactly the same as rendering one hard shadows. In one single pass you get very soft projected shadows that are controlled using a real depth buffer. Using a single RGBA that will split 24bit depth into three 8 bit channels + 8 bit soft shadow masks. Dynamic objects will cast ultra soft-but very cheap projected shadows with hard self-shadowing. The system will be similar to UE3.0 shadows which separates static and dynamic objects. The big NGSS feature besides the new shadows rendering techniques are optimizations. NGSS 1.x will continue have minor bug fixing updates till NGSS 2.0 came out. I will finish one more major update in NGSS 1.x before getting back 100% on NGSS 2.0/custom renderer. This is quite challenging to achieve in Unity as Unity does not provide top of the line shadow optimizations so you have to carefully take care of your scene design to occlude as much light with shadows as you are moving forward quite well though right now I'm more focused on having a NGSS 1.x that performs and is visually appealing. Typical shadows budget in a commercial game are between 5ms and 10ms. Shadows are heavy to render, good looking shadows are even heavier. Try disabling every other effect and profile with just soft-hard shadows and see where the CPU is spending time. Volumetric lighting is really expensive, make sure you are not cranking the quality too much, or you will run out of bandwidth really quick (even on PC). Also, when hard shadows are enabled strength value changes shadows opacity, when Soft shadows are enabled strength value changes the shadows overall penumbra size and that's usually where NGSS sits. If you set shadows type to Hard, NGSS then uses Unity hard shadows. Try to profile more see where the CPU is spending time. It's the CPU that is taking too much time (Hard 14.4ms, Soft 33ms). PS: If you want to give it a go please email support and don't forget your invoice number if it's your first time requesting the look of your image, rendering cost around the same for soft and hard (1.8 - 2.0 ms) which is where you have to look if soft-shadows are enabled. Upcoming version will feature more overall performance and quality for all shadows and first iteration of cascade spherical blending for directional shadows. Updated documentation for new features and changes. ![]() Added cascade blending in Unity 2017 for Directional Shadows (only when CloseFit projection is enabled). Added a bias functionality that removes screen artifacts Ability to turn on/off the noise filter (by default off). Noise patterns dithering function, converts small dots into little texels mapped to screen pixels (enabled on shader) Ability to chose the amount of banding/noise (Tweaked on Shader) Can now chose min and max softness for PCSS Directional shadows (tweaked on Shader) Improved visuals on both PCF and PCSS Shadows using stabler noise patterns that maps to screen pixels Once in, it seems you cannot take it out.įolks NGSS 1.4.5 have been submitted to the Asset Store for review. I never changed the shader file so that is not the problem. Right now, my only issue with NGSS is the inability to take it out of my project without causing issues. ![]() So putting NGSS in and ignoring the bad shadows on foliage for now so I can move on.Īs for pictures, I posted a couple of them above and close ups do not seem any different. So.could be something else, but short of rebuilding the project, I am not sure how to test it. Even replacing the directional light with another one does not bring back the shadows but gives me a lot of errors. ![]() It is difficult to troubleshoot since after removing NGSS, I no longer have Unity Shadows. I notice the grass on the contact shadows does that too, stretches a bit too much. I do not think the problem is with the Speedtree because it is not the textures stretching, but the shadows stretching. Setting it to hard fixed the problem with the tree foliage but it made the shadows on the ground disappear.
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