Fantasy Adventure Environment Documentation

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

Troubleshooting #

(URP) Water appears invisible in game view or gray below the surface

For the water shader’s transparency and refraction effects to render properly the “Depth texture” and “Opaque texture” options must be enabled in your render pipeline settings.

Console errors

Shader properties can’t be added to this global property sheet.

This error will be thrown if you import the package while the Universal Render Pipeline is active. It is caused by the water shader for the built-in render pipeline. If you’ve installed URP compatibility (through the Help window), you can safely delete the FAE_Water file in the Fantasy Adventure Environment/Shaders folder.

Shader error “Failed to open source file:……”

If you’ve moved the package folder somewhere else, Shader Graph looses its reference to a shader library.

To rectify this, right-click the Shaders folder and choose “Re-import”.

All tree models are Unity asset files, how can I get the FBX files?

The trees were post-processed in Unity to bake in wind information. You can use the Unity FBX Exporter (also available through the Package Manager in Unity 2018.3+) to export the models.

Terrain textures show as nearly invisible in Photoshop

For many of the textures in the package, the roughness information is stored in the alpha channel. Which is what the Standard and default terrain shaders expect, they use this to control the strength of the environment/sun reflections. Where black is fully rough, and white is fully glossy. Since none of the materials are glossy in nature, the alpha channel is close to black. When importing a texture into PS, it is interpreted as almost entirely transparent because of this.

For Photoshop, you can use SuperPNG, https://www.fnordware.com/superpng/ which has additional import options for the alpha channel. Plus, it allows you to save it as a PNG again, photoshop would need it to be a TGA file otherwise.

Shader console warnings

Automatically setting target of LOD_FADE_CROSSFADE to 3.0

This warning automatically occurs when a shader uses LOD crossfading in Unity 2017.1+. This is unfortunately not a something that can be circumvented, but is completely harmless.

Unrecognized #pragma instancing_options directive: forwardadd

This warning is only thrown in Unity 2017 and is harmless. Unsupported shader features are automatically compiled out when building your project.

GLSL compilation errors on MacOS using Unity 2018.1

This is a Unity bug regarding the internal LOD crossfading shader code. These errors only occur in this Unity version, and only when using Forward rendering. This has meanwhile been fixed in Unity 2018.2.

Lightmapping

You might experience some issues with lightmaps, such as black spots. Though, this is not directly attributed to the asset. Since LOD1 and up do not support lightmaps, but are rather lit by light probes you may notice visible popping.

All assets have been optimized for lightmaps since version 1.2.1

Grass is grey

This means the grass material wants to use a pigment map, but there is none available.

Adding the PigmentmapGenerator script to your terrain will elevate this.

If you don’t wish to use this functionality, turn down the “Pigmentmap Influence” parameter on the grass material.

Shadow disappear when camera moves around

This is a general issue with Occlusion Culling, you may have moved things around a lot and will have to re-bake Occlusion for your scene. Baking your scene with a lower “Smallest Occluder” value may solve this.

Object appear completely black

This was a shader issue attributed to OSX or DirectX 9, which has been fixed since version 1.0.3

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Last updated on September 23, 2020
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