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AdvancedShaders Pro Pack

Discussion in 'Assets and Asset Store' started by McDev02, May 21, 2013.

  1. McDev02

    McDev02

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    I am happy to announce that the AdvancedShaders Pro package is now available at the AssetStore for $45. (Don't buy now, those will be soon on SALE! - 19. Nov 2014.)

    Try the Demo of the Surfaces package: Here
    Get it on the AssetStore!



    The package includes the following:
    • Surfaces package
    • Vertex-blending shaders

    Here is some of the stuff that is included. If you want to paint the vertex-effects then you might use a free vertex-painter solution like this one.
    Also I want to point out that this is a beta version and there is no documentation so far. This is for those impatient people who really want that package :) Anyhow, you might save money if you get it now!












    Included image effect:







    Informations
    Are those shaders mobile ready?
    I did not test any of the shaders on other platforms as windows. Anyhow the shaders are based on surface shaders and are as close to the build-in shaders as possible. Comparable shaders of this package like Bumped Specular are just a bit more complex.
    That said, the shaders should work on mobile platforms, but I don't guarantee performance and stability. This package is meant to enhance features and quality rather then performance, in first stage.


    Put questions and critique right here or use contact@eyecystudio.de
     
    Last edited: Nov 19, 2014
  2. nuverian

    nuverian

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    They look very nice. Bookmarked :)

    -Edit-
    Also, what are the differences of this and RTP 2 please?
     
    Last edited: May 21, 2013
  3. McDev02

    McDev02

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    What is that?
     
  4. nuverian

    nuverian

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  5. McDev02

    McDev02

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    His pacakge seems to be a terrain system only, so this is something different. While you might be able to blend more textures/materials together, you seem to be unable to add things like water, vary emission and such things you see on the images above. Also my packages work with meshes, but terrain is not supported yet.
     
  6. mrbdrm

    mrbdrm

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    waiting for Vertex painter
    i will keep an eye on this.
     
  7. SevenBits

    SevenBits

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    Hmm... Nice little package you've got here. :)
     
  8. McDev02

    McDev02

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    Here is an example of the current one. We will add a color-wheel and RBG sliders as well as an erase color. With our painter it would be possible to paint your whole level in once. Now it works with more then 1 million triangles, that should be enought ;)
     
  9. McDev02

    McDev02

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  10. ronan-thibaudau

    ronan-thibaudau

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    I'm still a bit confused about what is isn't in there.
    At the start of this video we see a nice shader with water + texture blended : http://www.youtube.com/watch?feature=player_embedded&v=Sbw4DQnzOkI#at=183
    I know the vertex painter isn't in there yet ( i'm not interested in it anyway), but is this shader + textures + everything in there? Can i just double click on a demo scene and see exactly that minus the painting? Inlucding whatever texture you use for water (normal map, preset color etc). It's what i'm really interested in, not just the technical solution but both the shader + textures + whatever is required to get this exact same result on screen.
     
  11. McDev02

    McDev02

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    Exactly what you wrote. You get any content (Shaders, Textures, Meshes) that you see on these pictures of the 3 Demo scenes. At the end you can have a look at the content list on the asset store:
     
  12. ronan-thibaudau

    ronan-thibaudau

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    Great grabbing it now :)
     
  13. ronan-thibaudau

    ronan-thibaudau

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    Anyone could import it?
    Trying to import it it stays stuck on the end of the import (on sponza.obj), is it a very large object? this is my second try at importing and i'm at >10min so i'm fairly sure it's stuck.
     
  14. ronan-thibaudau

    ronan-thibaudau

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    Oh the irony . . . finished loading as i was hitting post . . . .
    Leaving it for the sheer fun of this, nothing to see here, just a model taking a while to load so if you have the same issue, just wait it out :)
     
  15. McDev02

    McDev02

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    Yea this is the base model of the sponza scene. It is one object and I need to calculate colliders from. Once it is imported, it works faster :)
     
  16. ronan-thibaudau

    ronan-thibaudau

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    You really need to fix your demo scenes, they run much slower than they should (you have 2 additional unused cameras beside the camera of the first person controller, multiple camera by default = multiple audio listener = buggy crappy FPS)
    Simply deleting the additional camera fixes it and gives a very substantial FPS boost (on the profiler, 40% of the time was spent in AudioManager.Update, for a demo with no audio that's quite a waste :) )
     
  17. ronan-thibaudau

    ronan-thibaudau

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    Ok questions now :)
    Seems to work just fine but when i reuse the material of the sponza scene (the multi colored flowing water one) and use a vertex painter i can deduce that
    : R channel is for water height
    : G channel does something, but i don't understand what (painting full G gives me something darker, but i'd like to know what it does)
    : B channel seems to do nothing
    : A channel interpolates between the 2 water colors

    Am i correct for R A and in all case can you explain G B?

    Also another thing to go strongly with my previous comment on multi camera, they all seem to render and do nothing too! so it's not just the perf from audio listener (displays as using up 2M tri with all camera, < 600K with a single one).
    Also there's really no use for a 800K poly scene to demo this, you should really consider passing it into some massive poly reduction software
     
  18. McDev02

    McDev02

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    The demo scene needs some more vertecies to work properly with vertex painting and to show that I increased the count only in a few areas. So there is a need for much vertecies. For a level like that you do your own optimized scene which fits to your needs, this one just illustrates the shaders generally.
    Also the base scene is pretty mid-poly and I didn't create it, it can be loaded anywhere. Nobody promissed that those scenes are ready for in-game usage, anything is to demonstrate the shader.

    About the other question, yes only R and A are meant to work in this example. G does nothing specific. Only the snow-ice shader uses any channel, all shaders use Red as the first value.
    Anything is still in Beta stage hope you remember.
     
  19. ronan-thibaudau

    ronan-thibaudau

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    Aye but just to be clear when i say too many vertice, i "don't" mean where you painted, i mean everywhere else, as i said if you remove the 2 additional (unused) cameras, you go from >2million to < 800K vertice, 0 diference 0 quality loss, huge FPS win, i'm not using the demo so i don't mind, but i think it's very important as the first thing people will see when trying the webplayer is how fast it is for them, and you can make it substantially faster with only 2-3 changes in < 5min with 0 quality loss, so i really think you should fix that asap :) (the painted tiles on the floor are barely responsible for 1% of the vertices total)

    For R&A good so i can stop searching hehe, does what i need already in this state so just wanted to be sure i wasn't missing something obvious. Is it normal that things darken if i edit G (is that a bug, or is it by design and just supposed not to use it?), Curious as if there are 2 free channels i may as well put em to use add things to the shader :)

    In any case very happy with this, writing my review now !
     
  20. McDev02

    McDev02

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    Thank you. Well I am going to change that in the scenes and honestly I didn't know that all active cameras do draw. I thought that Unity is smart enought to only draw the active camera and may be Render-to-Texture ones. Anyhow, in production I only use one active cam and since this demo is just for presentation, I didn't mind.

    What you have is one huge shader with any feature included, also some testing stuff. Later I will create an editor which put's together the required features to reduce render cost. You can try the alpha value of the environment color, it adjusts the intensity of shadowed areas of reflection.
     
  21. ronan-thibaudau

    ronan-thibaudau

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    Aye just to be clear, i'm not worried at all about the render cost nor anything else i reported, reporting this just because i think you'll get more sales if you fix it (some people may try the player, think it's slow, and in truth it's not it's just doing 3X the work with the 3 cams + huge sponza). The performance is just fine for me (i'm working long term and am targeting 690/titan level hardware in DX11 mode only so . . .)