Open Fallenleader opened 6 years ago
So the terrain can be fixed by reimporting the custom terrain shader, it's a shadergraph shader and it occasionally doesn't import correctly the first time. As for the water, it seems to be missing the depth texture used for generating the shore waves, this is created on the fly at the level launch so this is failing
The same thing happens to me, I can not visualize the scenario correctly. I also have some problems in the Game window since the objects look somewhat white or completely colorless, but in the Scene window you can visualize your textures well.
@ImanCol That scene I haven't updated for a long time, I plan to clear out a lot of the 'Testing' scenes and update them.
By the looks of the above images the WaterFX pass isn't being run, the first images seem to be a real issue, that phone should be able to run it, I would try again with a newer build and preferably 19.1. The second image just above will just be missing the script altogether as it was made after creation of that scene and hasn't been updated.
Amazing that the pipeline pushed as the better performing on mobile neither performs better on mobile, nor is being tested on mobile at all.
Being fair, the performance for the same visual fidelity between Classic RP and LWRP is in favor of LWRP as time progresses. I have managed multiple times to create LWRP shaders consistently competing with HDRP shaders with minimal restrictions for the things I am doing.
That said, THIS project looks nice and all, but it legitimately doesn't seem suitable to demonstrate LWRP on mid/lower tier mobile yet. It is indeed impressive, though I couldn't make heads or tails of how he was doing anything in it, nor could I ever get the sample to work on my phone previously or currently (I now have a Galaxy S9+, which is more than capable).
I would say give him time to clean up what he needs to, but being blunt for good reason, do not take this project as an example of LWRP on mobile yet.
Hey @Fallenleader, would you be interested in trying the release/2019.1
branch with unity 2019.1 and let me know how it is for you on the same device? would be interested to see if things are much better these days with the project.
Sure, when I get a chance. Either that, or you can shoot me an APK with a build you are confident shouldn't have problems.
@Verasl were you able to fix this, because even by this date, after full week of compiling in different emulators, it renders the same way, water is broken.
Leaving everything at default aside from switching build target to android from PC, the output result is as shown. No additional settings were modified in the first attempt. Additional settings designed for my specific phone (motorola e5 play, a budget phone that will never get a decent framerate from this project, but should at least demonstrate the new LRP properly from a visual standpoint) were applied to no avail other than an increase in a framerate average of 2-5FPS.
I apologize I cannot provide much more information outside of this though. I have just begun picking into the project itself to see how it works, what I can potentially learn from it for other platforms outside of my crappy phone, and as such I wouldn't know where to begin trying to resolve this, much less where to begin really trying to address my particular device for both better framerates and results. I am basically trying to ask a "gameboy" to run a "3DS" game as far as specs are concerned, but I digress.