


in particular the parallax offset reduction and gloss/highlights. This gives a surprisingly good amount of toning to your ground and helps to get everything blending into each other.įinally I spent a very long time tweaking the RTP settings for every layer. After this I switched my textures back to their correct ones for each layer but did not rebuild the global map. I then use these colours to create my Global Map. To get the ground looking that way first I applied textures (using TerrainEdge) to the terrain but with dirt textures in my grass layers, rock textures in my dirt layers and darker rock textures in my rock layers. These were then imported into unity at 1024x1024 to give sharp crisp texturing. The first is good high quality 4000x4000 texture images, that have been processed with CrazyBump to create smooth, defined DEEP heightmaps.

Check this.Ĭlick to expand.Of course! There are several things that made those images look so good The problem might be that underwater and overwater fog needs to be the same model, because RTP can't "switch" fog model realtime like Unity does. My fog script attached to LOD manager does it every frame, but you control it your way - look what's done in my script.įor Suimono - this might be fog related I believe - underwater fog density might be so strong that you can't see anything. For example UniyStorm changes fog settings realtime and RTP needs to adjust fog settings accordingly. Script mentioned by TemplarGFX is meant to update RTP's fog state to changing global Unity's fog.

LOD manager allows you to use any available now fog model - Exp, Exp2, linear. To fit Unity's fog model to fog used in RTP you need to select it before compiling shaders. You can turn off fog for RTP in LOD manager, but it means you won't have fog at all on the terrain. By resources I mean texture interpolators number available for shader. The reason I needed to do it this way is RTP works at the edge of resources available. This is a great plugin and I've been having a lot of fun using it in conjunction with Terrain Composer.Ĭlick to expand.RTP shader turns off Unity's fog handling and processes it on its own. My RTP_LODmanager settings are as follows:Īny insights would be greatly appreciated. I'm using the free version of Unity 4.6.0b17 with forward rendering/hard and soft shadows.Ĭurrently, the cave entrance has the Plane_GeometryBlend_PM script attached to it and I haven't made any changes to its settings. I'm trying to figure out the right combination of RTP 3.1 settings for the TerrainScene example so that I can eliminate the seam between the cave entrance and the terrain.
