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Spawner visualization broken after attempting to upgrade to latest Gaia Pro


atcarter714

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I made a very peculiar finding just after that last post: the funny-looking shiny highlights in the grass are really bad/obvious in the early night time hours, such as around 20:00 hours shown in the first pic. But by midnight, as shown in the second pic, it's hardly noticeable. So this suggests that it has something to do with the time of day lighting system (which I've hardly touched or done anything to other than softening some colors and intensities for other stuff), or it could just be that the materials are screwed up and react to it completely wrong (or perhaps even a bit of both). I'm really not sure yet. Going to try searching for some documentation or articles about these systems and see what I can learn from that first ...

Grass_glowInRain_01.jpg

Grass_glowIAfterDark_02.jpg

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In order to support Flora indirect instancing in the Nature Manufacturer's assets, try the following steps:

  1. Locate the PW_FloraIncludes_HDRP.hlsl file, which can be found in Assets->Procedural Worlds->Flora -> Content Resources -> Shaders.image.thumb.png.3637e364cf47e9bd24c83e1bf3fbce6b.png
  2. Copy all the code from line 87 to 126, in the setup function:image.thumb.png.cd2ca55543b4952e54fa61ed7eaca05a.png
  3. Open up the file NM_Foliage_VSPro_Indirect.cginc, which can be found in Assets -> NatureManufacture Assets -> Foliage Shaders: image.thumb.png.31258ae5e7edf3dcb8e2e1cf89fd1e27.png
  4. Comment out the code contained in the setupVSPro() function: image.png.a7753a8296b4be1c68b5cd1686411109.png
  5. After the code has been commented out, paste in the FloraIncludes.hlsl code that was copied at step 2 into the setupVSPro after the commented out code:image.png.a0958435b4229572416abb0257a554ba.png
  6. Back in the PW_FloraIncludes_HDRP.hlsl file, navigate above the setup() function to find lines 78 to 82, which describes a detail buffer. Copy these lines:image.thumb.png.5e1a4f69b916cd124d977551fe15b64d.png
  7. Go back to the NM_Foliage_VSPro_Indirect.cginc file, and paste in the copied code above the setupVSPro function:image.thumb.png.93f6fb4c65be20682b5e73defb80be1d.png
  8. The last part to copy is back in PW_FloraIncludes_HDRP.hlsl, starting at line 8 to 15: image.png.e8904cd1bd7a2164732fdc69d83dfd00.png
  9. Back in NM_Foliage_VSPro_Indirect.cginc, paste this copied code above the detail buffer section:image.png.aac23630c8a98118b09b91c870bc4e51.png
  10. Create a new flora detail object, either by copying an existing one or by Right Clicking -> Create -> Procedural Worlds -> Flora -> Detail Scriptable Object. Choose the same mesh and material that is present in the prefab: image.thumb.png.2c0ff83734646afef4a7af7d44064a3d.png
  11. Then add this detail scriptable object into the list of flora renderers, making sure to match it to the detail index used (this scene had 11 detail items, so the last index is 10:image.png.2ac0495f4f59c844237986fbffe3bc25.pngimage.png.3d96d7cfa88180551e697b274091efee.png

Certain features of Flora will not be compatible with other indirect instancing systems, such as the shaders performing different visual effects that we cannot account for. Dithered distance fading, primary and secondary colors, and custom mip map biases are features that flora uses that will not able to be added simply without having original shader source code. 

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