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Feat: Client Driven Art Pass #68
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… mine) # Conflicts: # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Materials/GreyBlue_Mat.mat # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Materials/GridBlue_01_Mat.mat # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Materials/GridOrange_01_Mat.mat # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Materials/URP_HDRP_ShaderGraph/ShaderGraphGrid_01_Mat.mat # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Box_350x250x200_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Box_350x250x300_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Ground_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Ramp_100x100x200_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Ramp_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Stairs_200x100x200_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Stairs_650_400_300_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Structure_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Tunnel_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Models/Wall_Mesh.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/Environment/Art/Skybox/SkyboxLite.mat # Basic/ClientDriven/Assets/StarterAssets/Environment/Prefabs/Environment_Prefab.prefab # Basic/ClientDriven/Assets/StarterAssets/Environment/Shaders/URP_HDRP_ShaderGraph/UrpTriplanar.shadergraph # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/Jump--InAir.anim.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/Jump--Jump.anim.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/Locomotion--Run_N.anim.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/Locomotion--Run_N_Land.anim.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/Locomotion--Run_S.anim.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/Locomotion--Walk_N.anim.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/Locomotion--Walk_N_Land.anim.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Animations/Stand--Idle.anim.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Character/Models/Armature.fbx.meta # Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Prefabs/MainCamera.prefab # Basic/ClientDriven/Packages/manifest.json # Basic/ClientDriven/Packages/packages-lock.json
Great job on this, this looks amazing! |
(most notably making the purple material a lot more white to increase contrast from the purple background)
Good shout yeah! I've updated the materials to pop a bit more from the background, going for more of an "unflavored" look for the purple ingredients. Lemme know what you think! :) |
Seeing a warning when testing on Mac: I can not pinpoint it to any material/shader. Do we know what it means or what impact it has on the project? |
This is actually a known issue with ShaderGraph fixed in Unity 2022.2! |
Just to confirm, that known issue relates to the VFX graph, not Shader Graph, are we sure it is the same known issue? |
Ah I see, yes this is a different issue. I believe it's caused by some materials still trying to use Built-In shaders instead of URP ones. I've updated them to use the URP shaders now--please let me know if you still see this issue! @chrispope |
Description
A PR for the first art pass on the client driven sample! I've used the starter assets as well as some custom assets & shaders to dress up our level. Final animation setup will come in a PR after the third person controller PR is merged into develop.
Pictures
Overall Level:
Ingredients:
Stoves:
Drop Zones: