Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • 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
1
Question by andrew-lukasik · May 04, 2019 at 01:18 PM · terrainterraindataterraintextureterrain generation

terrainData.heightmapTexture float value range

While rendering to terrainData.heightmapTexture I discovered that writing 1.0f to pixels doesn't result in terrain of maximum height (as specified in "Terrain Height" inspector field) but 0.5 does (1.0 is twice that and not available for manual brush edits). Seems odd/surprising but I expect there is sensible reason behind it. Can sb explain this behavior?


preview image (image shows terrain after rendering a sine wave (0.0-1.0 range) to it. I was using a compute shader > Graphics.CopyTexture > terrainData.DirtyHeightmapRegion path)

Comment
Add comment · Show 1
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 andrew-lukasik · May 06, 2019 at 08:02 AM 0
Share

Btw. anyone can reproduce this using my code sample from this post;

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by andrew-lukasik · May 08, 2019 at 09:55 PM

Correction: Not a bug. It's a feature :

"The heightmap implementation itself is signed but is treated as unsigned when rendering so we only have half the precision available to use for height values. That's why all of our Terrain painting shaders clamp the returned value between 0f and .5f so that we don't end up writing signed values into the heightmap. If you were to put in values greater than .5, you'll see the Terrain surface "wrap" to negative height values. I can't say why this was done but it probably has stayed this way because it would take a lot of code changes to make either of them signed or unsigned to match.

The values are normalized so that we can get the most precision we can out of the .5f for a given Terrain's max height. 0 being a world height offset of 0 and .5f being terrain.terrainData.size.y (the max height)"

SOURCE

Comment
Add comment · 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
1

Answer by dan_wipf · May 06, 2019 at 06:13 AM

i think it’s dueto they use an unsigned 16bit int => which has a range from -65535 to 65535. i came across this when i wanted to set/getheights and the output was a value between 0 and 0.65535(as the hughest point on terrain) not as unity says 0-1..

Comment
Add comment · Show 3 · 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 andrew-lukasik · May 06, 2019 at 07:38 AM 0
Share

That is my suspicion too. For CPU this data is formatted, like you said, as unsigned 16bit integer (range 0 to 65535). But for GPU it's R16_UNOR$$anonymous$$ where UNOR$$anonymous$$ describes hardware conversion: unsigned & normalized (ie: 0.0-1.0 on read/write as a float).

From what I can deduct - in order for this conversion to go astray like this it must be (wrongly?) cast to signed int16 just before GPU conversion does the rest - treating 32767 as 1.0 and not 0.5 (?). But ... that would mean there is bug somewhere in the pipeline and I don't wan't to jump to this conclusion too hastily.

avatar image andrew-lukasik · May 06, 2019 at 11:31 AM 0
Share

It is a bug, wait, feature.

avatar image dan_wipf andrew-lukasik · May 06, 2019 at 01:32 PM 0
Share

annoying :-/

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.

Follow this Question

Answers Answers and Comments

128 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 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 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 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 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 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

SetAlphaMaps Opacity Gradient 0 Answers

Why does my .raw heightmap create ugly errors when loaded into a terrain? 1 Answer

How to export heightmap of a terrain during runtime. 0 Answers

Terrain Texture (applied programatically) Disappears When Entering Play Mode 0 Answers

How to generate multiple Terrain objects with different TerrainData and Splat Texture via C# script? 1 Answer


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