v.chizhkov Posted October 1, 2014 Share Posted October 1, 2014 Hello, everyone!I encountered with some problem with customization of ObjectBillboards material.I have to realize cloud layer by using of billboards. I create corresponding game object: each billboard in set is separate cloud.After that, I tried to customize material: I used billboards_base as base material, define my diffuse texture with image of cloud and tune blending “src alpha – one minus src alpha”.At this step I got such result: Everything is fine, when I switch off Depth mask option: But this action rapidly decreases FPS.Please, could anyone explain me, how to customize my cloud layer without lack of performance?Also I can't understand such behavior and need more details.Thank you in advance. Link to comment
silent Posted October 1, 2014 Share Posted October 1, 2014 Hi, Could you please send us minimal test scene for reproduction? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
v.chizhkov Posted October 1, 2014 Author Share Posted October 1, 2014 Hi, silent. Of cource. There is a sample. I have to achieve a proper vizualization of big amount of billboards with semi-transparent texture. And with acceptable performance. Sample.zip Link to comment
silent Posted October 2, 2014 Share Posted October 2, 2014 Hi Igor, We'll check your scene and report back ASAP. Skipping deferred pass in material settings (States -> Deferred -> Skip) theoretically should increase performance a lot. Could you please check it? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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