MinaPecheux/UnityTutorials-RTS

Wrong render for terrain

Closed this issue · 4 comments

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I have tried the LTS version of 2020 & 2022, it both produces this problem - the terrain looks fine in its own scene, but gets pink when I load them from the Core scene game load. I have tried to add a prewarm shader call in 2022, but it will only crash unity at 2022 and I haven't tried the same with 2020 yet.

I have checked the material and the shader, they both look fine. I firsted load it in unity 2022, when I find it unable to fix, I changed it to 2020.3.48f1c1, but the problem persists.

Hello! Thanks for pointing out this issue!
Unfortunately, this project is a somewhat old unmaintained one and I'm not really working with Unity anymore...

I know that there was another issue about shaders linked to the FOW projector system. (Meaning, by disabling the FOW, it fixes the invalid shader issue) Maybe it's related to this as well?

I also know that there has been quite a lot of changes with Unity's rendering pipelines in recent years, so I can't say I'm really surprised it's not standing the test of time :/

Sorry I can't be of more help - I've added a note in the README with a disclaimer that this project is now unmaintained.

Hello! Thanks for pointing out this issue! Unfortunately, this project is a somewhat old unmaintained one and I'm not really working with Unity anymore...

I know that there was another issue about shaders linked to the FOW projector system. (Meaning, by disabling the FOW, it fixes the invalid shader issue) Maybe it's related to this as well?

I also know that there has been quite a lot of changes with Unity's rendering pipelines in recent years, so I can't say I'm really surprised it's not standing the test of time :/

Sorry I can't be of more help - I've added a note in the README with a disclaimer that this project is now unmaintained.

Thanks. Your project works fine, it is not a issue about the terrain. It's like in the other issue, a problem of the fog projection. GPT gets me in a wrong direction and wastes 3 days for me. I should have checked the other issues earlier

I am not sure why the shader got a line "#pragma exclude_renderers d3d11 gles", but surely commenting it helped.

Heya! Wow, many thanks on diving in, and great job finding a solution :)
Yup I think that's something we noticed in the previous issue - but it's super cool if that solved your problem!

And thank you for closing the issue ;)