Nature Soft Occlusion Shader Unity
I am making a location in Unity, and all of my trees shine in the background, then return to their normal color when I get close enough to the,.
It is also not the skybox since when I disable that it still happens. How can I fix this? Why is this happening? Thanks in advance
So, I have some custom trees using the 'Nature/Tree Soft Occlusion' shaders and they looked great before baking a lightmap. However, now that I.
Unity Shaders Tutorial
closed as off topic by podiluska, Richard M, Jürgen Thelen, AProgrammer, AnteruAug 26 '12 at 10:10
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1 Answer
Turns out you just need to change the Shader to Nature/Soft Occlusion Bark Shader
to fix the problem. I found this on the Tree page, where it says:
Same thing for DVBViewer. -SkyView: /MDPlugins subdirectory -DvbTn: /Plugins subdirectory (to use Hadu as a DVBCore plugin) -WinSTB: /MDPlugins subdirectory -DiavloB: /Plugins subdirectory (to use Hadu as a MD plugin, though the software is based upon the DVBCore SDK) -MajorDVB: /Plugins subdirectory -TSReader: /MDPlugins subdirectory -WinClip: /Plugins subdirectory Caution: For DVB softwares based on the DVBCore SDK, don't install Hadu as a MD plugin and as a DVBCore plugin (choose either the first or the second solution, but not both!). Hadu cccam dvbviewer. Do not use the DLL TTTrick.dll: Hadu has its own TT Trick implemented.
Trees must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader. In order to use those shaders you also have to place the tree in a special folder that contains the name 'Ambient-Occlusion'. When you place a model in that folder and reimport it, Unity will calculate soft ambient occlusion specialized for trees. The 'Nature/Soft Occlusion' shaders need this information. If you don't follow the naming conventions the tree will look weird with completely black parts.
Hope this helps!