Welcome Back to Dev Log 3 :) Thank you for Watching, and joining the fun!
With this being such a small Channel, your feedback helps me know its alive and pushing for new content.
Dev Log 3 had these TODOs:
1. Add Instance Indirect VegStudio Node to the Shaders
Result : Expected Setback to instance-Indirect, where it renders on the player. I am working to get the transforms updated, so we can use this function. As it sits, we are stuck with just Instanced objects.
2. Add Wind (import my shader graph)
Result: We have wind, on the basic shader, and a toggle to enable it.
3. Add VegStudio Camera Assign Script (import the one I made and modify it if needed)
Result: Simple script, but I had to move it from being on the player, to living on the Veg Studio Game Object. This was done in Mono, and NOT USING DOTS.
4. Add Amplified Imposters plugin
Result: Expected Delay, I suppose. Same issues here with HDRP render and initial imposter creation. Delayed.
5. Setup Veg Studio / Map Magic Persistent Storage
Result: Working well. Map Magic spits out the Tree positions to persistence storage, for rendering by veg studio. Map Magic also creates a box collider for each tree, I then moved to a sub scene, so they are converted then to DOTS Physics objects for collision.
6. Colliders, test and find a tree ECS Collision option
Result: Currently, the move and convert is working. Later, it may make more performance sense to group all the tree colliders into one mesh. Gotta test that. Right now we have an entity for every tree... But is that bad?
7. LOD Testing for trees ( (Stretch goals, I wanna play tarkov))
Result: Initial testing of LOD and LODS, added more work vs a single non-LOD high res model.
8. Biom Generation and Veg Asset Imports (Stretch goals, I wanna play tarkov)
Result: Ignored, played Tarkov :D
Links:
GRASS SWAY in Unity - SHADER GRAPH - Brackeys
• GRASS SWAY in Unity - SHADER GRAPH
DOTS Sample Forum Post:
https://forum.unity.com/threads/dots-...