
That means not tesellation at all (even current dx11 impl doesn't allow you to access texture units in hull/domain programs.)
Lack of full DX11/OG元+ support (with full I mean production-ready, which is not the case right now, hope it'll be after the summer ). Main ogre problems regarding crysis 3 rendering techniques: "The Rendering Technologies of Crysis 3". Care to explain why these are not realtime renderable in Ogre? Holocronweaver wrote:Interesting compilation. To me, better examples of what you can't achieve with ogre (in realtime) are these: Just pay some attention to the individual images:ġ, 2 & 4: Nothing serious but an aggresive DOF, you can't notice the quality of the scene foliage behing these modelsģ: No real ocean on this image (you can notice it's not the cryengine ocean, just the solution for river/lakes), just shadows (maybe with HW PCF, which you can't enable with ogre but some more shadow sampling does the trick), and good foliage/models.
Why? I'm not talking about the original tech used to render these images, just about them as-is (because yes, ogre can not handle the tech behind the oiginal scene in cryengine, but these individual images aren't impossible to reproduce in Ogre at interactive framerates)
Support for all functions in Forward Rendering and Deferred Rendering.įor Unity version of at least 2019.1.8 (64-bit). Advanced settings for visualization of vegetation. #NVJOB STC7 - /unity/nvjob-stc-7 Features: Study the operation of the asset and copy the components you need to your project.įull instructions and description - /unity/nvjob-stc-8 I recommend importing this asset into a new project. There is an example in this asset to understand the operation and settings. On the processor level i3-8100, i5-6600, AMD Ryzen 5 1400, compilation time will take more than 2 minutes. Initial compilation can take a lot of time, so wait for compilation, the shader is large and complex. The wind settings in the shader, allow you to fix incorrectly configured wind settings in SpeedTree, as well as synchronize and adjust the wind for all vegetation separately.Īttention! The speed of shader compilation when importing into a project depends on the power of your CPU in your PC. Using this shader, you can adjust the wind (speed, amplitude, swaying branches, etc.). The shader fully functions in Forward Rendering and Deferred Rendering (including Subsurface Emission).
The shader has advanced settings compared to the standard Unity shader for SpeedTree. This is a shader for SpeedTree version 8.x for Unity. #NVJOB STC8 v3.2 (Custom shader for Unity SpeedTree 8) Information