Add # NatureManufacture Assets
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Please import SRP packs only if your project is using HD or URP.
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If you import this to standard project you will get errors.
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Import proper rp compatibility pack to proper engine version like for 2021.3 URP 12.1 please use our URP 12.1 2021.3 mountain environment compatibility pack.
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BEFORE YOU START:
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- you need Unity 2021.3 or higher
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- you need HD SRP pipeline 12.1 if you use higher etc custom shaders could not work but seems they should.
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That's why we provide 12.1 version which seems to work with much higher versions aswell.
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For all higher RP versions please use 12.1 HD RP support pack.
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Be patient this tech is so fluid... we coudn't follow every beta version
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Step 1
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- !!!! IMPORTANT !!!! Open "Project settings" ->"Gaphics"-> "HDRP global settings" -> "Diffusion Profile Assets"
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and drag and drop our SSS settings diffusion profiles for foliage and water into Diffusion profile list:
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NM_SSSSettings_Skin_NM Cloud
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NM_SSSSettings_Skin_NM Foliage Fish
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NM_SSSSettings_Skin_NM Foliage Heath
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NM_SSSSettings_Skin_NM Foliage Mountain
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NM_SSSSettings_Skin_NM Foliage Trees Mountain
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NM_SSSSettings_Water_Forest
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Without this foliage, water materials will not become affected by scattering and they will look wrong.
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Open "HDRPMediumQuality" in project settings or "HDRPHighQuality" depends what unity use i your projectas default and:
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- LOD Bias to = 1 or 1.5
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Step 2 Go to project settings and quality and set:
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- Set VSync to don't sync
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Step 3 Find "HD RP Mountain Scene" and open it.
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Step 4 - Choose way of movement. Movie track or free movement.
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Choose camera and turn on or off "playable director" and "animation" or leave free camera movement turned on.
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Step 5 - HIT PLAY!:)
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Step 6 - Make note that unity often compile shaders even after you hit play for long time, so performance will rise up after unity end shader compilation
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Wait a moment until it end.
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At urp and hd rp seams unity SRP batched batches are not counted as saved by batching so they can lead to misunderstanding.
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At unity standard render scene got 1500 batches and rest is saved by batching.
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At hd and urp there is alot more batches in counter but unity don't show how much of them are batched by srp batcher.
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In the past unity count srp batches into save by batching now it's not. We use srp batcher in hd and urp scenes so stats value can lead to misunderstanding.
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About scene construction:
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- There is post process profile: Post Process Volume. Manage post process by scene post process object.
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- There is Sky and Fog Volume object, It's are important like hell because basically it's the core of rendering and light management.
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- There are Density Volume objects which manage volumetric fog density in specific areas
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- Prefab wind manage wind speed and direction at the scene
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- You could adjust fog resolution, we set it to low as it's actualy most expensive thing at scene. For better devices you could use medium quality.
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- Remember to have "always refresh" at scene window turned on, its in "toggle skybox, fog and varous other effect". You can find it
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at top right at scene window. Without this option turned off fog and wind will not refresh properly at scene view, will work only at playmode.
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Play with it, give us feedback and learn about hd srp power.
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BEFORE YOU START:
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- you need Unity 2021.3+
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- you need URP SRP pipline 12.1 if you use higher please import 12.1 support pack.
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- wind setup is in wind prefab at each scene
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Be patient URP RP tech is still fluid and fresh...
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Step 1 - Setup Shadows and other render setups. Find File "UniversalRP-HighQuality"
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- Change shadow distance to 300 or higer
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- Turn on "Opaque Texture" this will fix water translucency and distortion
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- Turn on "Depth Texture" this will fix water visibility at playmode
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- Optionaly use 1k or 2k shadow resolution. We used 2k.
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- Turn on HDR if its turned off
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Step 2 Go to project settings:
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- Player and set: Color Space to Linear
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- Quality settings: Go to quality settings and:
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* use ultra level
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* turn turn off vsync
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* lod bias should be around 1.5-2 and 1 for low end devices.
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Step 3 Find "URP Mountain Scene" and open it.
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Step 4 - chose way of movment. Movie track or free movment.
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Chose camera and turn on or off "playable directior" and "animation" or leave free camera movment turned on.
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Step 5 - HIT PLAY!:)
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Step 6 - Make note that unity often compile shaders even after you hit play for long time, so performance will rise up after unity end shader compilation
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Wait a moment until it end.
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At urp and hd rp seams unity SRP batched batches are not counted as saved by batching so they can lead to misunderstanding.
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At unity standard render scene got 1500 batches and rest is saved by batching.
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At hd and urp there is alot more batches in counter but unity don't show how much of them are batched by srp batcher.
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In the past unity count srp batches into save by batching now it's not. We use srp batcher in hd and urp scenes so stats value can lead to misunderstanding.
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About scene construction:
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- There is post process profile: Manage post process by scene post process object.
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- Prefab wind manage wind speed and direction at the scene
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