本游戏资料是自然环境场景完整地形着色器Unity游戏素材资源,大小:2.4 GB ,格式:unitypackage,使用软件:unity2018.3.0或更高,资产版本:Version 2019.1.6(current),供广大设计师学习使用,语言:英语。RRCG分享
Unity3D是一个让你轻松创作的多平台的游戏开发工具,是一个全面整合的专业游戏引擎。Unity代表了一个质的飞跃——内置的光照贴图(lightmapping)、遮挡剔除(occlusion culling)和调试器。编辑器经过彻底革新,让你可以获得卓越的性能体验。不可思议、无法阻挡的产品已经看到了曙光。
Unity是一款跨平台的游戏开发工具,从一开始就被设计成易于使用的产品。作为一个完全集成的专业级应用,Unity还包含了价值数百万美元的功能强大的游戏引擎。Unity作为一个游戏开发工具,它的设计主旨就是让你能够创建令人惊讶的游戏。如果你之前尝试过Unity,请查看Unity都做了哪些更新。如果你是第一次尝试,那就好好看看吧,看Unity都能为你带来什么。Unity作为一种开发环境,可让你脱离传统的游戏开发方式,以一种更简单的方式专注于你的游戏开发。开发网络游戏、移动游戏、单机游戏,Unity都能完全胜任。
《Unity基础核心技能与工作流程训练视频教程》:
https://www.rrcg.cn/thread-16755272-1-1.html
更多相关内容请关注:Unity游戏素材专区,Unity视频教程专区,中文字幕教程专区
视频预览:
Welcome to CTS 2019 for Unity 2018.3+ and Unity 2019!
A collaboration between NatureManufacture and Procedural Worlds, CTS combines our collective expertise to create a pbr based terrain shading system that is powerful and easy to use!
You can use your own textures or ours, and CTS comes with a professional texture library that can be applied with a click. CTS is profile based and this allows you change the look and feel of your scenes in real time to get your environment looking just right.
CTS 2019 adds support the Unity 2019 release cycle from Unity 2018.3+, substance support, three new instanced shader sets and support for built-in, lw and hd. If you wish to target Unity 5.6 - 2018.3 without instancing, lw or hd then please purchase CTS instead.
Key Features:
- Unity 2018.3 & 2019.x support;
- Instanced Builtin support;
- Instanced LW SRP 4.8, 5.7, 6.9 support;
- Instanced HD SRP 4.8, 5.7, 6.9, 7.1 support
- Instanced URP SRP 7.1 support;
- Up to 16 PBR texture sets in 1 pass - fast;
- Standard work flow - compatible & easy;
- UV Mixing - removes tiling;
- Geological Layering - adds interest;
- Detail Mixing - adds interest & reduces tiling;
- Dynamic Snow Cover - with a slider;
- Dynamic Snow Glitter - with a slider;
- Dynamic Water Cover - with a slider;
- Height Blending - relative texture blends;
- Lite, Basic, Advanced & Tessellation;
- Ambient Occlusion - realistic shadows;
- ColorMaps - enhanced terrain coloring;
- GrassMaps - tint colormap from grass;
- Cutouts - height and mask based;
- Mesh Support - see note (#1) below;
- Profile Based - similar to Unity Post FX;
- Texture Library - 48 quality sets, 20 helpers;
- Profile Library - matched profile sets;
- Substance Support;
- MegaScans texture support;
- MapMagic and runtime terrains;
- Weather - Simulate wetness & snow;
- Seasons - Tint your terrain by season;
- Sample scenes included (excl models);
- VR Compatible;
Per Texture Control:
- Albedo, Normal, Smoothness, Roughness, Height, AO;
- Near and far tiling - reduces tiling;
- Tinting - matching & seasonal variation;
- Brightness - texture matching;
- Smoothness - reflection & wetness;
- Height blending - relative texture heights;
- Height depth - relative texture depth;
- Triplanar - no more terrible cliffs;
- Detail strength - use it as needed;
- Geo strength - use it as needed;
- Snow amount - control snow cover;
- Snow / Water - angle, height, hardness;
- Snow / Water tint - vary color by usage;
- ColorMap strength - near and far;
- ColorMap masking - controlled maps;
Our Customers Say:
"Wow.. amazing results. My co-workers couldn't believe I did this!"
"Best shader terrain, best support reply in 5h."
"This is the best solution and I have tried THEM ALL on unity asset store and only CTS gave me the results I wanted."
"Add CTS to your terrain, create a profile, add some extra texture maps (height, spec, ao etc) and see your terrain pop."
"This should be considered part of your default stack when working with terrain in Unity. With very little effort you can improve the graphics performance of your terrain tenfold, it is essential."
Hardware Support:
- Shader model 3.5+ (basic + advanced);
- Shader model 4.6+ (tesselation);
- Direct X 11 / 12;
- Open GL ES 3.0;
- WebGL 2.0;
- Metal;
Shaders are limited by texture array support and consequently do not support DX9, OpenGLES 2.0 or Web GL1.0.
NOTE #1: Meshes are supported, but the workflow to generate and configure the texture and splat arrays used by CTS is still a terrain based workflow. You can however remove the terrain and replace it with a mesh as last step in process. Please visit our Discord channel if you want more clarification.
NOTE #2: CTS is fast, however old cards without dynamic branching support have had issues with this, so please download and run our demo's before purchasing to ensure your system is compatible.
更多相关内容请关注:Unity游戏素材专区,Unity视频教程专区,中文字幕教程专区
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