Author Topic: Snow showing as black on build  (Read 94 times)

Cronos

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Snow showing as black on build
« on: December 10, 2018, 05:45:49 AM »
Hi there,

We've put Global Snow in our project on Unity 2018.2.11f1 with deferred rendering and it shows fine on editor. However, once we make a PC build (with IL2CPP on, if that matters), the snow shows as black on it.

Any clue what might be this issue? Maybe a shader incompatibility?

Thank you

Kronnect

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Re: Snow showing as black on build
« Reply #1 on: December 10, 2018, 07:36:30 AM »
Hi,

Just tested and built demo scene for deferred on both Mac and Windows (IL2CPP) and worked as expected.
Perhaps some other effect is causing the issue?

Regards

Cronos

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Re: Snow showing as black on build
« Reply #2 on: December 16, 2018, 06:45:01 AM »
We are using "GlobalSnowEraser" material that is on Workflow_Forward folder, and our rendering is Deferred. Would that be a possible cause? We couldn't find another GlobalSnowEraser material besides that one.

Thank you

Cronos

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Re: Snow showing as black on build
« Reply #3 on: December 16, 2018, 08:52:59 AM »
I have also two other issues if you don't mind posting it here:

- When I apply a layer that doesn't have Global Snow coverage on a game character, the game character shows some kind of shadow following it during gameplay. Do you recall seeing this issue? Do you know how to fix it? PS: We use LOD system on it. And this only happens on our level with Global Snow.

- The snowfall seems to be not fast enough to follow the player around, so most of the time no snowfall is shown on screen, unless the player stops moving or moves towards the snowfall spot. Do you know how to make this following "faster"?

Kronnect

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Re: Snow showing as black on build
« Reply #4 on: December 16, 2018, 02:53:18 PM »
Hi,
1) Don't use the GlobalSnowEraser from Forward Rendering path as it won't work properly in deferred. In deferred rendering path, a depth mask is created by rendering excluded objects in frustum view. This mask is then used by the snow shader to discard snow coverage.
To exclude objects from snow, either add them to one layer and exclude it from the coverage layer (eg. particle systems should be excluded) or add the "GlobalSnowIgnoreCoverage" script to the objects.

2) Character shadow - could you post a screenshot of the results and your GS settings?

3) Snowfall speed. It uses a particle system with an Emission box of 100 x 100 in the XZ plane (note that it's rotated):

You can try to increase the Speed option in Global Snow's SnowFall section or increate the Emission box size.

Regards,