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Post by axbaby123 on Dec 14, 2021 15:03:32 GMT
Each time you put out a new Invector version I have to go through the nightmare of upgrading to HDRP. Unity 2018, 2019, 2020, 2021, 2022
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after a few years I thought I'd tackle this problem again.
I just spent 2 days trying to fix your outdated Amplify's old ASE POM "Parallax Occlusion Mapping" shader for the decalmanager and still cannot get Concrete and Metal decals working "pink for 3 seconds on impact". Glass , wood, dirt I have working in HDRP But not metal and concrete. I may have stop trying to to fix if no solution is given. I bought Amplify Editor and 2 other assets "$150" to see if I could fix this problem "I was going to buy it eventually" but all of their their Parralax POM shaders did not work. --
Invector keeps saying it's easy to upgrade to URP and HDRP. Not sure how they do it, You use outdated Legacy shaders/particles, Obsolete ASE decal and particle system probably designed before the Iphone, double sided, vertex lit, now triplaner something material on a statue and more upgrade junk.
I love Invector but please one of these days upgrade your shaders, particles and materials.
Your users have been having issues with URP and HDRP for many years.
The fix can't be switch to change to Legacy/particles/alpha blended "the only thing that seems to fix blood, dust, smoke and more. Please Upgrade your shaders , particles , decals , materials "change to standard materials"
Respectively have You ever tried to upgrade to HDRP? It's not as simple as your usual response to your customers. "Edit > Render Pipeline > Upgrade all materials to High Definition Materials" only fixes materials You have set as standard.
Rant over, love you guys but the sparks and smoke work but with a pink square for 3 seconds.
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Post by Invector on Dec 15, 2021 17:42:08 GMT
It's simple, don't use HDRP Just kidding I will take a look at these old shaders, but really, you can simply duplicate the vDefaultBullet prefab and create your own prefab with your own hdrp decals, remember that this is just a template and we encourage you guys to replace as much content as possible. The triplanar shader from the statue in the scene is not really an issue, since you're not using any of that on your game. But I totally understand your rant and agree that a user should be able to experience the demo scene on HDRP we well.
Now, my rant about HDRP. It sucks. I just create a empty hdrp project here and it takes 3~4 minutes to enter playmode, the editor performance is way worse, it crashes, most assets are not compatible, it's just a not viable option to develop a real project (I've tried several times to use it) If you know what you're doing, it's very possible to achieve great visual quality using the Standard render pipeline. (end of my rant )
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Post by axbaby123 on Dec 15, 2021 18:32:49 GMT
Call me crazy but I refuse to allow any pink materials even if I don't use them. My 400 gig HDRP project has one mysterious pink material that I can't fix and it's yours Tell me kind sir, do you have a particle, shader or material in the decal manager system that is ON during bullet impact then OFF after 2 or 3 seconds? The other bullet impact texture effect fades after 20 seconds in the particle but there is an additional pink one last lasts only 3 seconds at the start of impact??? I have barely any issues with HDRP now that I spent 3 years on my assets, I have learned and fixed a lot but this bug has been bugging me for years. Thanks for the reply :}
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Post by Invector on Dec 18, 2021 15:53:24 GMT
400gb seems a lot of trouble to manage, hopefully, you're using version control to manage it. Like I said, ideally you should replace the example decals that come included in the package and it's quite simple to do it. I've updated the related decal prefabs, the 3 second thing was a test Jorge did while we developed the cover add-on and we forgot to remove. vDecalUpdated.unitypackage (124.79 KB)
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Post by axbaby123 on Dec 19, 2021 1:02:01 GMT
That made a difference, your way is better then what I came up with.
400 gigs of 8k Megascans, 8k Textures and HQ Daz3D models, they take up a lot of space.
Thank You
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