• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Conect11 · Jun 22, 2014 at 09:42 PM · camerashadertexturesrender

A bit more texture detail in Vertex Lit

Ugh,

I'm sorry I'm asking t$$anonymous$$s, gang, because it's probably been answered somewhere. I looked through the docs, and asked Uncle Google, and w$$anonymous$$le I've found a lot of information about Vertex Lit as a shader, I haven't been able to find an answer to my specific question. So here it is:

Forward Vertex Lit

So, the top picture was taken with the Forward render setting on the Player Camera, w$$anonymous$$le the bottom one was taken with Vertex Lit on there. Have realized that I'll have to go to VL due to memory constraints on the Ouya as it's much cheaper to render. I've got no problem with that. Also have no problem that sacrifices in quality are going to have to be made. That's life. Am just wondering if there's anyway to up the texture quality just a bit. I know there's a "vertex lit" setting in the shaders, I believe, but changing to that from diffuse didn't result in a noticeable difference. My main issue is the road. I could live with the other texture's details being muted, but would very much like to have a discernible road. Or is using VL simply that great of a tradeoff in terms of quality? Sorry for what seems to be like a very basic question. Thanks for your patient answer. God bless.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Dreamora · Jun 22, 2014 at 10:02 PM

Assuming t$$anonymous$$s is a terrain, the problem is potentially not vertex lit itself but that it falls back to non-pixel shader rendering path. Without pixel shader usage, the terrain cuts the 'repeating texture' patterns you paint and runs purely on the base texture (a single texture baked down and covering the whole terrain) w$$anonymous$$ch has a horrible quality.

Given that the Ouya is a Tegra3 based device, there should also be no reason to fall back to Vertex Lit. If the drawcalls are your problem (w$$anonymous$$ch are caused by pixel lights causing impacted objects to paint again), use forward rendering instead and set all lights to 'unimportant', that will make them operate as vertex light w$$anonymous$$ch will remove the drawcall side effect. Or go to the quality settings and change the number of allowed pixel lights per object to 0, also disabling realtime shadows completely along that.

For detail reasons you might want to keep the 'sun' / a single directional light as important or have lightmaps + light probes present.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Conect11 · Jun 23, 2014 at 01:13 AM 0
Share

hi Dreamora,

Thanks so much for the advice. After checking my settings everything was already as you suggested. The "sun" is the only directional light in the scene. Having some terrible performance issues on the Ouya build that didn't show up in Windows, or even in playtesting on a Windows computer. Setting to vertex lit helped make performance a bit better on the Ouya, but still worlds below what it needs to be. Have even eliminated things in the scene tremendously, taking it from 19k kb all the way down to 500kb. Before, we couldn't even get the scene running. Now, at least it starts. (even though it often crashes.) Have been monitoring the profiler, and no script seems to be spiking. Camera render at the start is spiking at 73%, even with render distance set at a meager 175. Have overidden texture size & quality for Android down to 128. Ouya is still struggling to keep up. Even removed the skybox. Was hoping Vertex Lit was the right direction to go.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Semi transparent Object behind walls? 1 Answer

Camera with shader? 2 Answers

how to change progection matrix for some objects 0 Answers

Render group of objects in front? 0 Answers

Several questions about OnRenderObject and Camera projection matrix use. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges