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[Coming soon] FX 4 Indie - Brings Pro's Images effects to Unity Free

Discussion in 'Assets and Asset Store' started by Cyrien5100, Jun 11, 2014.

  1. Cyrien5100

    Cyrien5100

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    With FX 4 Indie, improve the graphic quality of your games !
    FX 4 Indie fakes the render texture to get post process effects working in Unity Free !


    Why FX 4 Indie ?
    FX 4 Indie is designed to have maximal performances over customizability. So it's not easy to create his own effects, but it's the cost for a good optimization. Also FX4Indie has advanced post process effects you find in professional games.

    What FX 4 Indie is not ?
    FX 4 Indie is useless with Unity Pro. Also, FX 4 Indie will not have artistic image filters like Black and White, Contrast...

    Is it hard to use ?
    No, just drag and drop scripts and it's done !

    When will it be available ?
    I don't know, but it will be released before 1 or 2 month.

    About performances ?
    FX4Indie needs a good PC. But i7+Geforce Titan is not required for 60FPS :D.
    Obviously, Pro's rendertextures have better performances, but i have ~50FPS in 1920x1080 with all effects activated with my GTX 570. For some effects, it's possible to reach to 60FPS without a big loss of quality.
    In webplayer or in 720p, it's easy to have 60FPS.

    Will work with mobile ?
    It's planned ;)

    So let's see some pictures.

    Effects 100% finished :
    Bloom.jpg
    Bokeh Depth of Field.jpg

    Screen Space Ambient Occlusion.jpg
    Screen Space Color Bleeding.jpg

    Effects i'm working on :

    (i have 60FPS with motion blur only)

    Planned Effects :
    - Screen Space Reflections
    - (if possible) Screen Space Shadow Tracing
    - Screen Blur
    - Lights Shaft

    The price will be 20$ i think.

    So what do you think about ?

    Suggestions, tips, request are welcome :)
     
    Last edited: Jun 15, 2014
  2. nasos_333

    nasos_333

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    Very nice, do you plan to add light shafts too later ?
     
  3. Cyrien5100

    Cyrien5100

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    Yes it's planned forgot to write it in the thread^^
     
  4. nasos_333

    nasos_333

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    Great, i am very interested, considering i dont know when i will be able to afford Unity Pro, plus having more effect options is always cool anyway :), so i would use this pack even with Pro probably.

    Also i suggest renaming the pack to make more clear what it is about, right now does not make clear it can replace Pro effects

    I would use something like "Pro FX for Indie" or similar
     
  5. Cyrien5100

    Cyrien5100

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    A little preview video, running at ~50FPS (Effects are exagerated for demo)
     
  6. nasos_333

    nasos_333

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    Can you post a sample of SSAO on the standard Unity grass ?
     
  7. Cyrien5100

    Cyrien5100

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    SSAO on standard Unity Grass doesn't have any effect (but no artifacts), because grass is too little for the effect to work (the method used only works if the surface is enough large, and because grass is transparent, blade of grass are too small to see effect). But the technique i use is one of the only SSAO techniques which doesn't need blur (Almost all ssao needs blur pass).

    Anyways, here is the new bloom shader, more expensive (so i'll keep the older too) but with better results :
    HQ Bloom.PNG

    Also FX 4 Indie is MUCH faster with DirectX 11, you'll win ~10FPS on complex scene and >20FPS in simple scenes.
    DirectX 11 is very well designed for next gen effects compared to DirectX 9.

    PS : A little image with all effects activated :
    All post process.PNG
     
  8. Cyrien5100

    Cyrien5100

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    Last edited: Jun 14, 2014
  9. Cyrien5100

    Cyrien5100

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  10. nasos_333

    nasos_333

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    Is this using lightmapping or do you emulate the radiocity in real time ?
     
  11. FuzzyQuills

    FuzzyQuills

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    What the heck... is this? :eek:

    An attempt to kill my pack, Cyrien5100? I bet that's what you're basing this on, you little mongrel! :mad:

    And if you did base this on my fx, it won't work on mobile, i already tried.
     
  12. Frostbite23

    Frostbite23

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    nice work but your using a modified version of fuzzy quills indie effects and you modified his work and attempt to sell it to blow this young developer out of the water, shame on you.

    and how do i know this? have a look at "Epic Radial Blur Effect for unity free" (image effects for unity free) you made replys asking for help and showcasing what you did and now you take his work and sell it and claim its all done by you? shame
     
  13. FuzzyQuills

    FuzzyQuills

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    Well said, FrostBite! well said!
     
  14. 0tacun

    0tacun

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  15. FuzzyQuills

    FuzzyQuills

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    Um, 0tacun? you accidentally said "form"... ;)
     
  16. hippocoder

    hippocoder

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    Moderators are watching!

    It'll be nothing if you're using other people's code without permission.
     
  17. Cyrien5100

    Cyrien5100

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    Are you kidding me ? I wrote my own framework... from zero. I did this beca use i wanted to have better control, and better performances...
    At the beginning, it was just a test, i wanted to implement SSAO. After, i rewrited a framework from scratch, and wanted to make something different. My goal with this package is to do something very optimizated, which will work on all computers.
    And about the camera motion blur, it comes from the nvidia site, and usinga modified version which works with my depth texture ( your one works only with exponential depth). I'm also planning to do some more advanced effects, and i sell it to make a little money to buy assets for my game. So yes Indie Effects gave to me the idea to do a post process package but i didnt copy/paste your code, my actual framework is 100% from me. Ok, the normal depth texture is the same as what i sent in ssao package, but it's from me. Your package is awesome, but i wanted to make mine ;)

    However, new things are planned :
    Object Motion Blur
    Shadow mapping
    Mobile support
    And more :)
     
    Last edited: Jun 17, 2014
  18. Eric2241

    Eric2241

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    Show the source...Prove that its a original package.
     
  19. FuzzyQuills

    FuzzyQuills

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    Really? again, show the source... If it is actually yours, you're forgiven! :)

    I am a "hedgehog," I forgive when there is a reason to. So just show us the source to prove you actually wrote it, and perhaps I may actually help this mature! :)

    I also wouldn't mid taking a look at the motion blur... :eek: 0tacun's is still not working!

    EDIT: Wait, how did you mod the motion blur shader to work with linear depth? o_O
     
    Last edited: Jun 18, 2014
  20. Cyrien5100

    Cyrien5100

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    Last edited: Jun 18, 2014
  21. FuzzyQuills

    FuzzyQuills

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    He did Eric, it is more complex than i thought... :eek:

    He also said in his PM that it's going to be more than post-process... anyone up for better indie water? :)

    EDIT: Cyrien, that is beautiful motion blur...
     
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  22. ZJP

    ZJP

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    So, do you deserve public apology? or not? :D
     
  23. FuzzyQuills

    FuzzyQuills

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    @ZJP: Yes he does, I looked at it, and it's all from scratch. He has also told me that he plans to add more than just PP shaders... I am deciding to help him with this also! :)

    EDIT: I might also PM Cyrien for a full list of what he might put in, that way, either he or I can post it here.

    And i heard that Marrk abandoned FXLab... :(
     
  24. Eric2241

    Eric2241

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    I'm up for more indie water!
     
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  25. FuzzyQuills

    FuzzyQuills

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    RIGHT! I am going to send my current one to Cyrien now!
     
  26. FuzzyQuills

    FuzzyQuills

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    Here you guys, mainly for Cyrien's benefit, but for all to see:
    BRDFScreen.png

    And Cyrien, maybe you should rename this whole pack to something like "AdvancedFX" or something, as it is now going to be more than PPFX... ;)
     
  27. FuzzyQuills

    FuzzyQuills

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    Here, some theory I whipped up for image-based lighting. (it is essentially a drawing for all to see!) PBR Lighting.fw.png
    Basically, a new lighting model may be the next thing on cyrien's list. He's already working on linear space lighting. He also said something about image-based lighting, so i produced this in literally 2 minutes! all I know: this will need a depth buffer to work right. it is also designed to simulate shadows too. the challenge is to make this real-time, and to have some sort of GI in there too.
     
  28. Cyrien5100

    Cyrien5100

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    A little preview of the coming linear physically based shader on a character.
    Physically Based Shader.png
     
  29. Baldinoboy

    Baldinoboy

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    Anymore work on this? Looking too good to stop.
     
  30. Cyrien5100

    Cyrien5100

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    Yes, but i'm doing a rework of the package :
    - easier to use
    - more like (but not) a rendering modification so not only post process
    - clean a little the package from all the tests i done^^
     
  31. Baldinoboy

    Baldinoboy

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    Cool. Keep it up. The character screenshot above looks amazing.
     
  32. romi-fauzi

    romi-fauzi

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    Definitely gonna buy this!
     
  33. NeatWolf

    NeatWolf

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    Any ETA on this? My 10-20 bucks are here!
    Proper light shaft, even parallel light shaft (for direct lighting) would be cool!
    Please introduce star or shape based bloom, and make everything stackable!
     
    Last edited: Sep 24, 2014
  34. nasos_333

    nasos_333

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    Very cool, cant wait for it
     
  35. FuzzyQuills

    FuzzyQuills

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    @Cyrien5100: Mind if I have a shot at building a better water shader for everyone? :D
     
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  36. Baldinoboy

    Baldinoboy

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    What do you think FuzzyQuills;)? Really man it would be great.
     
    Last edited: Sep 26, 2014
  37. Cyrien5100

    Cyrien5100

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    I'm currently a little busy with school, exams... So the developpement will be slowed but not stopped;)
    But i have some interesting things (very WIP)
    The last PBR shader (skin, hair and classic) :
     
  38. FuzzyQuills

    FuzzyQuills

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    With the water shader I have built atm, it doesn't use any sort of texture capture, just cubemap reflection and transparency. but in a fast moving environment, this:
    SplashDash_Screen_Water_Death.png
    Actually looks nice! Also decided to record this water, so I parked the car on the beach, and...
    https://drive.google.com/open?id=0B2tqYgzg1_lWTUU2ZEpWQjg3X00&authuser=0 (Video Link)

    ^^As for what the car was doing at that time... let's just say he was a bad driver! :D

    I also plan to add baked refraction & shore blend. (For shore blend, probably a baked approach! :D)
     
    Last edited: Sep 28, 2014
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  39. FuzzyQuills

    FuzzyQuills

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    @Cyrien5100: I do wish you could use these shaders in a tropical environment!
    Maybe baldinoboy can help put together such a scene for this pack for showcasing purposes.
     
  40. Frostbite23

    Frostbite23

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    looks nice, just add some specular, and a fresnel and you have some even much nicer looking water.
     
  41. FuzzyQuills

    FuzzyQuills

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    There is actually a Fresnel there already, it just isn't visible! ;)

    And plus, the 'refractive' part is only a quarter of one in transparency. for specular, I am yet to implement that. :)
     
  42. FuzzyQuills

    FuzzyQuills

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    Ok, people, atm my water is going well, but has a couple of "square normal" issues on mobile, where the map distortion seems to be using nearest-neighbour! :D

    Either way though, going well. Am considering PMing Cyrien on this one... :)
     
  43. blackbird

    blackbird

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    no updates ?
     
  44. FuzzyQuills

    FuzzyQuills

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    Might PM him... :D