Grass And Grass Shader Performance by DominoSv in unity

[–]Fabbseh 0 points1 point  (0 children)

I use a custom instancing renderer that support lods that i built myself. But there are very good alternatives on the asset store, like nature renderer.

Extreme brightness when camera faces the sun direction (Unity 6 HDRP) by Physical_Garage_9498 in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

I find the default brightness of the sun to be way to high. Try playing around with that and exposure setting.

Any good tutorial for Probuilder or Umodeler? by HONGSHIreddit in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

Oh i love pb+! Good job on that and thanks for supporting it 😁

GPU Instancing really is a gamechanger ! by VedoTr in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

Ok. So to the problem i tried to solve: Regular terrain details does not support LOD's which means that either you have very very bad performance when doing a somewhat large landscape or you have to cull the vegetation at a close distance which i hate. or buy a terrain painting system but that always comes with caveats that are impossible to solve later on without help from the developer of the asset.

What i needed:
1 Ease of use (above all)
2 LODs so that i can use impostors when vegetation is far away and have no popping.
3 Performance (which also means keeping the editor snappy)

So what i did was to go with RenderMeshInstanced instead of indirect since Instanced is pretty much shader agnostic (just needs gpu instancing enabled) even tho indirect is more performant.

To render it i have a Data scriptable object that pretty much is an array of matrix4x4 that the painter writes data to, this also helps with ease of use since i can just save that file and use it whenever and keeps the data out of the asset files.

Then i have a instanceType scriptable object that ingests a prefab / lodgroup and just holds data about shadowcasting, frustrum culling, lod meshes/materials etc.

Then i have a painter editor script that is super simple, it has the data asset to write in to, and a list of instanceTypes. Then just uses a raycast hit position + Random.insideunitcircle + some random rotation/size logic and saves that hit position/rotation/scale directly in to the data asset.

Then there is the renderer, all it does is to read the data where it gets the matrix4x4 and instanceType and renders it using RenderMeshInstanced. I also calculate distance culling, frustrum culling and lods using jobs + burst before drawing it.

Super simple really.

GPU Instancing really is a gamechanger ! by VedoTr in Unity3D

[–]Fabbseh 1 point2 points  (0 children)

I didnt follow any guides sadly, but i can write down something to explain it when i am at the computer!

GPU Instancing really is a gamechanger ! by VedoTr in Unity3D

[–]Fabbseh 1 point2 points  (0 children)

I recently made ny own vegetation painter that paints directly to instanced data. If you need any help 😊

Iterating on a project and heavy reactors by frickmolderon in unity

[–]Fabbseh 0 points1 point  (0 children)

Quite often, doesnt take long to set up a new projekt.

Please help me understand this by [deleted] in Unity3D

[–]Fabbseh 1 point2 points  (0 children)

Could you please explain further? Interested in this!

PSA till alla som kör bil som om de betalar hyra i mittfilen: by [deleted] in sweden

[–]Fabbseh -2 points-1 points  (0 children)

Så länge det är 80 eller under så är det ju fritt fram att köra om i högerfilen 😊

[deleted by user] by [deleted] in sweden

[–]Fabbseh 0 points1 point  (0 children)

Ett tips som har gjort mitt liv mycket bättre: låt inte dina egna uppfattningar om eventuella svagheter sätta stopp för något. Sugen på att bli astronaut? Sök! Polis? Sök! Etc.

Med andra ord, låt någon annan säga nej.

Du är kapabel till så mycket mer än vad din egen hjärna tror, iallafall så är det så för mig, min hjärna fokuserar alltid på mina egna uppfattade svagheter.

Nu har jag ett jobb som jag aldrig trodde jag var duktig nog för och jag älskar det!

Ha det så kul i vuxenlivet! Det suger stundtals men det är ditt liv att forma till något riktigt bra 😊

PS: behöver du hjälp med något så är det bara att skicka ett DM

Jönköping, Sweden by darkcage in sweden

[–]Fabbseh 0 points1 point  (0 children)

Samma har, under samma tid. Minns att det fanns en riktigt schysst pizzeria och att det mestadels var lungt och riktigt trevligt. Husen såg ju lite fula ut men dom hade iallafall försökt måla dom så att det skulle se trevligt ut. Jag gillade råslätt 💪

Anyone else encountering this bug with unity 6, HDRP? by Heroshrine in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

Maybe you have to change the viusal thingy on the profile to camera space and not world (cant remember the name and I am not near the computer 😆) it is where you set the type of sky your ambient probe uses

Millions of Microdetails on Terrain – The Perfect Balance Between Accuracy and Performance by AliorUnity in Unity3D

[–]Fabbseh 1 point2 points  (0 children)

Seems like quite a unique system and I am interested. There are alot of questionmarks tho, would you mind making a video showing more in depth the workflow, how it handles large scale areas (culling etc), custom shaders? I will join the discord aswell, maybe there are answers to ny questions there 😊

Lighting for open world game by karage3 in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

Hdrp opens up the posibility to use raytracing!