Fantasy Adventure Environment Documentation

Fantasy Adventure Environment
Author: jonathan
Version: 1.5.2
Dated: 30 May 2017

Getting started #

Universal Render Pipeline conversion

Go to Help->Fantasy Adventure Environment to install the URP shaders and upgrade materials.

In your pipeline asset (the one assigned in the Graphics options), be sure to enable the “Depth texture” and “Opaque texture” options, these are required for the water to render properly.

If you intend to move the package folder, that’s certainly possible. However, you will need to right-click the “Shaders” folder and choose “Re-import”. This’ll force Shader Graph to recompile the shaders, and update a file path. Otherwise you’ll be posed with “failed to open source file” console errors.

Demo scenes

FAE_Demo1: The main demo scene, which is intended to demonstrate the practical uses of the assets. In order to start building your world, you can browse the prefabs in the /Prefabs folder and use them as you see fit.

FAE_AssetOverview: A scene with all the assets lined up and their LODs

FAE_RocksDemo: All the rock assets showcased, and some best practice examples.

FAE_CliffCoverageDemo: A demo scene which makes use of the cliff coverage shader, and a demonstrates the use of a “coverage map”.

Demo scenes contain a post processing setup as seen in the screenshots/video. Without the “Post-processing” package installed through the Package Manager, several warnings are thrown, these are harmless but can be remedied by installing the package.

Unity terrain

It’s important to note that the vegetation items will not work on the terrain as “Detail objects”. This is because they have LODs and custom shaders, which is incompatible. It is also undesirable to use the assets in this way, since the shader would be overridden by the built-in terrain grass shader.

Instead, add the vegetation items as “Tree Objects”. This also applies to assets like Gaia or Map Magic.

I highly recommend using tools such as Easy Scatter or Mesh Brush, which have a lot more options for distribution. Such as random rotation and scale, which is vital for good looking vegetation.

Other topics

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Last updated on July 14, 2020
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