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New standard Terrain Shader.

Discussion in 'Unity 5 Pre-order Beta' started by kite3h, Feb 7, 2015.

  1. kite3h

    kite3h

    Joined:
    Aug 27, 2012
    Posts:
    197
    I am using full deferred mode.
    In the past , Terrain shader use deferred path , But now terrain shader use forward path.
    In Editor's Render path mode, Terrain draws yellow. Is it Correct?
     
  2. yuanxing_cai

    yuanxing_cai

    Unity Technologies

    Joined:
    Sep 26, 2014
    Posts:
    335
    Hi,

    Yes this new behavior is by design. The reason behind this is that we can't properly blend normals in g-buffer if your terrain needs multiple passes to render. But if you have no more than 4 layers of textures (thus one pass is sufficient), you can try creating a custom shader from the built-in 'first pass' shader, and remove 'exclude_path:deferred' from the "#pragma surface ..." line. This will get the terrain to render in deferred path.
     
  3. finnsson

    finnsson

    Joined:
    Jan 6, 2014
    Posts:
    2
    Where can I find the source code for the standard terrain shader (so I can create a custom shader with the above fix)? I've searched both my project and the Unity app folder for "exclude_path" and only found the toon shader.
     
  4. ng93

    ng93

    Joined:
    Aug 31, 2012
    Posts:
    40
  5. finnsson

    finnsson

    Joined:
    Jan 6, 2014
    Posts:
    2
    Thanks!