Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Chingwa

Pages: [1] 2 3 ... 106
The TAA in Tenkoku is using a different method which I felt was more suitable than the version in the Unity PostProcessFX.  You can try just turning onn temporal aliasing in Tenkoku and use the Unity TAA instead, if it handles the aliasing/noise adequately for you.  I'll take a look at the Tenkoku aliasing effect and see if I can find where the issue might be.

Hi smidigi,
Upside-down views are almost always traced back to image effects on your scene camera.  Tenkoku adds a few effects to your camera, automatically, depending on the settings you use.  To debug this screen flip please try the following...

1) play your scene as normal.
2) while playing, disable all non-tenkoku image effects.
3) disable the Tenkoku 'use temporal aliasing' function in 'Configuration'.
4) disable the 'Calculate light rays' function under 'Atmospherics'.
5) disable the 'Tenkoku Sky Fog component on your scene camera.

We're looking for the point at which the screen flips back to proper view.  Once I know where the bug is I may be able to code a fix for you.

If the above doesn't help and the screen is still upside down, I would also make sure that MSAA is turned off in your Unity Settings. Go to Edit-->ProjectSettings-->Quality and disable 'antialiasing', then restart Unity and try playing your scene again.

Let me know if this helps or if you still have trouble!

Hi lordauriel,

The underwater transition is a switch between "on" and "off", so there is not a gradual transition, or ability to do a splitscreen type of effect (though this is something I'm working on for 3.0).  What you may be able to do in order to reduce or eliminate the obvious problem shown in your screenshot is to adjust at what height the transition kicks in.  You can do this on the Suimono_Module object under 'general settings' by lwoering the 'underwater transition threshold' setting.  This can be lowered to negative numbers if necessary.  I recommend trying something between 0 and -0.15.

This isn't a perfect solution.  Another possibility is to write a control script for your scene camera that keeps it lockd to a certain height above the water until it hits a certain underwater position, and then switching the lock to be underwater.  This is a bit involved, but is a common way underwater transitions are handled in games to avoid showing artifacts like this.

As mentioned this is hopefully something that I can completely eliminate in 3.0 version.  In my prototypes I've redone the water so it renders in screenspace and in that case there is much more control over how the transitions can be accomplished.  I don't have a projected release date for 3.0 yet, but it is something I am working diligently on.

TENKOKU - Dynamic Sky / Re: Full Screen AntiAliasing
« on: June 10, 2018, 09:00:27 PM »
Temporal Aliasing / Full Screen aliasing has been disabled on Mac OS, as the effect has historically not been compatible with Mac Rendering.  I don't have a Mac here to test, but if you would like to try forcing the effect to see if it works for you you can try the following...

Open up the SCRIPTS/TenkokuModule.cs file.

Around line 2270 you should see the following code:
Code: [Select]
if (Application.platform == RuntimePlatform.OSXEditor){
useTemporalAliasing = false;

Either change the false to true, or comment out these 3 lines, and save.  Then make sure the check marks are set in the Tenkoku UI.

What has happened in the past is the screen renders as black.  If it still happens on your Mac then just change the code back to false and resave.

TENKOKU - Dynamic Sky / Re: Shader Error When Build for PS4
« on: June 07, 2018, 07:22:03 AM »
Yes I ended up doing similar changes to help fix this issue (at least I think it's fixed...).  In many cases I would be lerping between various variables, some would be float3, some would be float4, and PS4 apparently can't handle it. :D

Casting them explicitly as you've shown helped.  In some cases I put a direct cast in front of the variable to show what it was... for example...

float4 var1;
float3 var2;
float var3;
float3 result = lerp((float3), (float3), (float)var3);

SUIMONO 2.0 - Interactive Water System / Re: Integration?
« on: May 28, 2018, 06:26:00 PM »
I have not used the third person controller.  There must be some public method that determines when water is detected though, do you know how it's done normally?

TENKOKU - Dynamic Sky / Re: Blue shade on 3d objects
« on: May 12, 2018, 08:51:51 AM »
This is possibly due to the ambient lighting being picked up by the included reflection probe.  Is this showing up at night?  Or are you going into a dark room?  By default the probe is set to update itself on a timed schedule, but perhaps this has been turned off in your scene, or it's otherwise not working for some reason?

You could try adding your own reflection probe to the scene and turning off the tenkoku probe just as a test.  Does the blue outline appear on all objects?

I'm not sure I understand what you are trying to do... do you mean you are trying to use a custom texture that has 16 iris options in a 4x4 grid?  IF that is the case you would need to divide and offset the UV coordinates based on the part of the texture you are trying to read from.  I'm not sure I can help you with that, unfortunately.

What might be easier is to pass the shader a TextureArray that includes all of your iris textures, then you can sample the texture array using the normal UV coordinates and offset, and would only need to adjust the 'z' index of the uvs in order to sample different textures.

TENKOKU - Dynamic Sky / Re: bad shadows
« on: April 25, 2018, 01:32:53 PM »
Hmm I see.  This has to be related to terrain somehow.  If you turn off Tenkoku and just use a normal unity directional light do you get similar results when rotating it around?  Does the terrain use Normal maps?  Are the normal textures marked as normal textures in the import settings?

TENKOKU - Dynamic Sky / Re: bad shadows
« on: April 25, 2018, 08:58:42 AM »
Thanks for the video!  Is this only happening during the moonlight?  You can try turning off 'multi lighting' in the Tenkoku settings to see if this has any affect.  You can also try going to the Tenkoku-->SkySphere-->LIGHT_NightFill and NightSky objects and switch the render mode to 'not important'... just as a test to see if those have any impact on this issue.

TENKOKU - Dynamic Sky / Re: Shader Error in 2018.2.0b1
« on: April 25, 2018, 08:31:46 AM »
Betas... ::)
Thanks for the bug report.  I will test this on my end soon and see about a fix.

I just tested the SpeedTree 'ThickGrass' with Tenkoku and it's working OK, but I'm testing in the base Unity 5.3.4 version.

Are you adding a directional or spherical windzone?  Tenkoku includes a windzone object under the 'Tenkoku_DynamicSky' object, and modulates the settings on this objects based on Tenkoku wind settings.  Are you using the latest 2018 beta?  It's possible there was a change made in the latest beta (I have not had a chance to test yet).

You can try deleting the included Tenkoku wind object and adding your new one as a child object.  Just make sure to call it 'Tenkoku_WindZone' and to drag the object onto the top two Tenkoku wind slots in the 'Tenkoku_Library' object.

TENKOKU - Dynamic Sky / Re: bad shadows
« on: April 25, 2018, 08:21:05 AM »
Do you mean those dark boxes on your terrain?  This is likely an issue with the Normal Texture (if present) on the terrain splat, or perhaps the terrain shader?

TENKOKU - Dynamic Sky / Re: Megasplat
« on: April 19, 2018, 12:37:32 PM »
I sent this via email, but for anyone else who is also using MegaSplat, you can download the integration file below.  This will control terrain features such as snow, wetness, puddles, and raindrops based on the Tenkokw weather settings.  One important thing to note is that by default snow will not accumulate unless the tenkoku temperature is below 32.  If you uncheck the 'Temperature Controls' setting on this component then snow will accumulate regardless of the tenkoku temperature setting.

// This component controls integration between Tenkoku's weather system and MegaSplat

// 1. Setup Tenkoku and MegaSplat in your scene.
// 2. Drag this component onto the terrain object in your scene.

// Rain, puddles, and snow speed settings are delineated in seconds.  60 seconds = 1 minute.  If 'Use Tenkoku Time' is
// selected, then the given speed will be compressed according to Tenkoku time multiplier settings.

// When 'Temperature Controls' is checked the system will modulate the snow accumulation based on whether
// the temperature in Tenkoku is set at or below 32 degrees (f).  If the temperature is above 32 degrees
// then snow will begin to melt and snow precipitation will wet the ground like rain instead.  Also, if
// the temperature is below 32 degrees, then snow will not melt.

// When 'Melt Influences Wetness' is checked, then the terrain will apply wetness (via the RainPower setting)
// to the terrain as the snow begins to melt.  It will only do this if the snow first reaches the given melt
// threshold (see private settings below).  The wetness will then decline as normal according to rain Dry speed.

TENKOKU - Dynamic Sky / Re: Megasplat
« on: April 19, 2018, 10:04:14 AM »
Let me dig up my code and review it, and I'll email it to you later today  ;)

Pages: [1] 2 3 ... 106