Select the "Destination Folder" for the new Binary FBX
FBX is fixed, import away!
Why is this happening?
There is a 99% chance the artist that made the FBX used Maya and chose to format their files as .MA instead of .MB.
The difference is that MB (Maya Binary) is a more efficient file type, but MA (Maya ASCII) can actually be read and written by a human. This is huge if you ever corrupt a Maya file, because it gives you the option to manually fix the file.
Almost anyone that got taught Maya was probably told to always use .MA. Unfortunately most 3D artist do not know ASCII and don't have tools to fix ASCII for them. Add to that that using a Maya ASCII format taints everything you export from that file, limiting compatibility of your models.
I personalty always recommend using .MB files, you save storage, have a more efficient interaction with the file and you don't break compatibility with anyone who might want to use your FBX's one day.
After talking with our art mentor, Jonathan, our team began looking into adding water to get some of the beautiful reflections back into our level. We have a few options, decal based puddles, or splat shaders with a height blend. Each of those give us our reflections, but they don’t add a sense of life to the scene. If we can have real time interaction between objects, players and the water, then we can also use the water to sell the time freeze effect!
This is a technique I have wanted to work out for a long time, but I was always missing a sage or two. With a pointer by our tech mentor Andrew I found this tutorial:
He uses a lot of shader code, but If we take that technique and apply it to Unity’s Scriptable Render Pipeline with Shadergraph we can do the entire thing code free.
Step 1: Basic Setup
All we need in the scene are one Particle System (Visual Effects Graph now), Orthographic Camera, Our water and Ground planes, and our Player Object.
We’ll create a Render Texture, a Material and a PBR Graph.
I also created a water ripple texture, you can make them easily in Photoshop/Gimp, here is the one I used for my first attempt.
Step 2: Shader Setup
The shader is really simple, we can use ShaderGraph to make our water without any code!
This node graph has three major parts:
The fist part is to get the water interaction in, we’ll do this by sampling our render texture. Our render texture can be treated like any other texture:
The first node is just a texture node but turned into a Property. You can find those over in the blackboard:
With the sample 2D node we want to take only the red channel. This lets us use the other 3 channels (G, B, & A) for other types of interaction (footsteps, tire imprints, craters/impact marks).
The next few nodes are some math to make our water particle more interesting, it is not essential to the shader, I remade the simple gradient for opposite and exaggerated black and white maps. Then by multiplying them we get a more detailed ripple.
The other node group deals with some simple waves:
Game water is often just a water texture scrolling in two directions, for our shader I used two noise textures but you can substitute water textures, a properly flow-mapped water texture or any other method you prefer. The tilling and time nodes are what make the scrolling effect work.
The final set of nodes merges our interaction with our waves as a height map (Black and White) and generates a base colour, and most importantly a normal map. The normal map will let us see the interaction through the reflections on the waters surface!
We bring in the interaction texture and add it to the wave texture, then we split it into colour and normal. The colour just lightens our black and white map with a light blue for our water tint, It will be barley noticeable, but it will highlight the waves a bit.
The important part is the ‘Normal form Height’ node. It will take our height map and generate a normal map, essentially converting our elevation (white is high, black is low) to angles (blue is up, red is right/left, green is up/down in the image space). This the works with unity to create nice smooth reflections on the water.
The last two Properties let you control the transparency of the water int he editor! Each one is a Vector 1.
Now we have a functioning water shader, but we need data to interact with.
Step 3: Building the interaction elements
The interaction elements are very simple, you need a particle system and a layer for that system! Then with some camera adjustments we are good to go!
First well add our interaction layer:
With our WaterInteraction layer added we can create a particle system parented to the player/interacting object.
When we create our water particle system we need to make sure it is on the WaterInteraction layer, so that we can use a mask on our cameras to make sure it only shows up in our RenderTexture.
Here are the settings for the particle material, we will be using the legacy/Particles/Additive shader that comes with unity. Most shaders are not compatible between default unity and the new Scriptable Render Pipelines, luckily some unlit shaders still work, and the Additive Particle Shader works really well with our particle system controls for tint and opacity.
Finally we need to change our main camera to ignore our water interactions, and our orthographic camera to only see our interactions.
Now we are all set to mix it together!
Step 4: Adding it all together
Add our Render Texture to the output of the interaction/orthographic camera:
Then add our shader to our Water material, add the interaction Render Texture to the texture input.
With those setup your water should be ready! Hit play and walk around a bit to see the interaction take effect!