jinsek / mightyterrainmesh Goto Github PK
View Code? Open in Web Editor NEWA Unity Plugin for Converting Terrain 2 Mesh & Terrain 2 Data for Runtime Virtual Texture.
License: MIT License
A Unity Plugin for Converting Terrain 2 Mesh & Terrain 2 Data for Runtime Virtual Texture.
License: MIT License
Hey there,
I was interested to see what this is all about, but I happened to be using an HDRP project and quickly noticed all shaders I came across were for Universal pipeline. I know it is not a trivial venture, but are there any plans to also support HDRP?
Thanks,
-MH
I have fixed it in my forked branch.
And many thanks for the cool stuff! I have used it in my game. :D
How do I get the terrain holes in the mesh?
It is required to use Resources.Load to load data in Resources folder on device during runtime.
I also fixed it in my forked branch.
Many thanks for your cool stuff! :D
A Unity Plugin for Converting Terrain 2 Mesh with LOD & QaudTree QuadTree infomation.
:)
Hi, I am a very beginner to unity, so i am slightly confused about using your great plugin.
in readme, instruction 1. click MightTerrainMesh->MeshCreator open the mesh editor interface.
Q: where are MeightTerrainMesh and MeshCreator button??
I tried really hard to find that button or its role, but I just can't find it.
i uploaded my view of the unity in linux, i clone your project to the unity folder, and only open the TerrainDemo scene.
please help me.. thankyou
I am sorry to bother you again, but I had hopefully one last question.
Bearing in mind I know essentially nothing about shaders, I was able to get the MTTerrainLit shader to render within a DOTS SubScene (the newer/current Entities.Graphics package) , but I can't seem to get the additional "MTTerrainLitAdd" shader to work along with it, which seems to be blending additional textures into the mesh. In the example I was testing, there are dark spots where rock texture typically would be. (Seen in the images below)
I had to make adjustments, such as:
# File - MTTerrainLit.shader
#pragma target 4.5
#pragma multi_compile _ DOTS_INSTANCING_ON
# ^ These changes I had to make in a few files
#File - MTTerrainLitInput.hlsl
# Had to change this CBUFFER_START(Terrain) to the following:
CBUFFER_START(UnityPerMaterial)
Then I had to comment out a few things having to do with TerrainArray to get rid of some errors, but upon doing so, rendering worked in Entities.Graphics/SubScenes, seemingly properly to my extreme surprise, minus that one thing with the TerrainLitAdd not rendering.
I have a feeling that it is either something very easy, or something very difficult that would require much more knowledge than I have in shaders to fix. I feel that I simply got lucky that the changes I made worked at all, and there are probably bigger implications, but I am wondering if you happen to know of something off the top of your head that might be causing this behavior?
If not, I completely understand. It was a long shot to begin with on my part. I really just wanted to see if it would be done in the first place since Entities.Graphics doesn't yet have native terrain rendering capability. I have been looking for some sort of working mesh conversion, and this was the closest I have gotten/found.
Thanks,
-MH
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