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APOLLO (Light Based Shaders) Official Forum

Discussion in 'Assets and Asset Store' started by Rispat-Momit, Dec 21, 2017.

  1. akuei2

    akuei2

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    :eek: After I study further, I realize SSR effect ≠ mirror recursive effect.
    So much to learn, few time be earned.



    Keep testing apollo shader, this time is light works.
    Area light + point light + shadow performance.
    So far, everything go smooth.
    But something, baked light-map so sick, keep my mesh losing reflective info.
    Arh ... I cannot express so well, felt like light-map info override reflective info.
    Solution is press play button ... :rolleyes:
     
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  2. Rispat-Momit

    Rispat-Momit

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    Haha! Wonderful picture! :D Thank you for keeping me updated :D Can I share this on my facebook page?
     
  3. akuei2

    akuei2

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    Ok, no problem.
     
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  4. akuei2

    akuei2

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    Continue, metallic mesh test with apollo shaders.


    Go-Go power rangers, single albedo map with ambient level at maximum.
    As result shown, no cheap plastic or cheap metal render with apollo shader.


    This picture show apollo shader advantage at all. Reflective result so well.



    Complex test : wood, wall ruin, concrete, metal at balance status. Result look low saturated, but through post color
    grading can obtained any good style rendering.

    Okay, so fun with apollo shader. Next challenge is interior render ... o_O
     
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  5. Flurgle

    Flurgle

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    That looks insanely good
     
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  6. akuei2

    akuei2

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    Simple interior render, exclude the floor & toy car, the rest is single albedo map mesh.
    Erm ... Interior render are more difficult compare to single prop. Light bouncing & light map no easy to control at beginner state.

    Not satisfy with these result ... do more practices, do more practices
     
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  7. RiccardoAxed

    RiccardoAxed

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    Hi, I'm really interested in Apollo and I would ask you a couple of questions to see if it can fulfill my needs.

    In short, I have to rapidly build a prototype for an interior VR walkthrough made with Oculus Rift. The model is a room with furniture and views on the exterior (just a skybox), ad it has about 12 spotlights, that could be replaced with emissive material too. Polygons count should be approximately 1-2 millions, accordng to Rift specifics.

    I would rapidly obtain a nice result and I already saw that's not so easy with Unity standard shader/global illumination. So:

    - Can Apollo help me to obtain that goal and meet the standard 50-60 fps requested for Oculus Rift?

    - Does it support scene Ambient Occlusion (so, not made with AO map channel on the material)?

    - Does it work only in realtime? Or is it possibile to easily make a bake, considering that my interior scene is completely static?

    Thanks!
     
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  8. akuei2

    akuei2

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    Sorry dude, so much question I can't answer to you. First, I didn't play VR. Second, this shader still under digging for me. What I know just based by gut on week playing.
    ~ Performance, more & less by standard shader, but more light control & quality increase.
    ~ AO post process work.
    ~ Both of bake and realtime work for static mesh.



    Better I share a sample works.
    Full with apollo shader render, 1920x1080, 25% AO (Post-effect pack by unity)
    My PC is GTX1060 6GB, i7(7th), DDR4 16GB Memory.
    Hope those info can help you.
     
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  9. RiccardoAxed

    RiccardoAxed

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    Hi akuei2, thank you for your answers, very appreciated and useful. I didn't mean to bother you actually, because my questions were directed to Rispat-Momit about his plugin :)

    Thank you again!
     
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  10. akuei2

    akuei2

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    Apollo shader some bugs report:
    1. Light cannot go through transparent apollo shader.
    2. Light go through transparent from standard shader fail bouncing to apollo shader( real time or bake. )
     
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  11. Rispat-Momit

    Rispat-Momit

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    Hello my friend!

    Try disabling the shadows of your transparent model. :)
     
  12. Rispat-Momit

    Rispat-Momit

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    Hi there!

    Akuei2 replied greatly :) I would only add that that APOLLO also has PBR shading for mobile and VR that will keep your frames at 60 per second.

    Best,

    Rispat
     
  13. Rispat-Momit

    Rispat-Momit

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    Wonderful renderings! :D
     
  14. akuei2

    akuei2

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    Well, it's time to submit another homework.
    After try & error, I can concluded ... Ya, apollo shaders have big potential.
    Where apollo shaders is light based shader, light bouncing became a clue for interior render.
     
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  15. akuei2

    akuei2

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    Another quick & dirt render.
    These sci-fi corridor only had dark surface, so far no idea for light bouncing.
    Therefore, only enhance ambient level & add some light effect.
    Erm, result no bad, AAA fell.
     
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  16. akuei2

    akuei2

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    Hi RM, I'm stuck on real-time ambient shader.
    Can you send me a demo as you show in youtube?



    I really no idea how to achieve same thing .

    Thank in advance.
     
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  17. Rispat-Momit

    Rispat-Momit

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    Hi there!

    Do you have the latest version of the APOLLO shaders? :)

    If yes. you need to add a reflection drop to your model and set it to work in Update. Then you add the Real Time Ambient Lighting shader to the model and it will work :)

    Best,

    Rispat
     
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  18. abhi93

    abhi93

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    Hi is there a demo version of the Mobile shaders? or a video showcasing how they work?


    I am interested in using Apollo shaders for an ArchVIZ VR Project.
     
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  19. Rispat-Momit

    Rispat-Momit

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    Hi there!

    Unfortunately not at the moment. I will probably share one in the future.

    The quality is great and you have full control over the lighting! Please contact me at ihumancreations@gmail.com so that I can send you a demo video.

    Best,

    Rispat
     
  20. akuei2

    akuei2

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    Hi, dumb to me about time, here a new render.
    Recently, I'm digging to organic rendering, especially for human skin.

    The left girl show a apollo shader apply to skin, and emissive map mimic a fake sss.
    Result look very realistic but skin lack organic.
    Another hand, right girl using ciconia studio skin shader.
    However, result is look more organic, but a bit cartoon fell.
    Personlly I prefer to realistic one.

    One again, Rispat Momit please take my knee, because create a great shader.
    I'm really really expect a new translucency function, will make my render further.
     
    Last edited: Dec 11, 2018
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  21. Rispat-Momit

    Rispat-Momit

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    Very nice work my friend!
    The next APOLLO update will include the skin shader that we are all waiting for :D I am still working on it so it can get the best out of it both for PC and for Mobile games ;)

    best,

    Rispat
     
  22. Kickman

    Kickman

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    Sorry but APOLLO mirror shader not work for VR
    I think you said that it COMPATIBLE with VR,but when I use that it will appear :

    Cannot set field of view on camera with name 'Mirror Refl Camera id-156260 for -267008' while VR is enabled.
    UnityEngine.Camera:set_fieldOfView(Single)
    APOLLOMirrorReflection:UpdateCameraModes(Camera, Camera) (at Assets/APOLLO_Mirror Shaders/Scripts/APOLLOMirrorReflection.cs:172)
    APOLLOMirrorReflection:OnWillRenderObject() (at Assets/APOLLO_Mirror Shaders/Scripts/APOLLOMirrorReflection.cs:78)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    and also left eye and right eye have different images, it's looks bad

    I'm work on 2018.2.8f and VR device is VIVE PRO
     
    Last edited: Dec 22, 2018
  23. akuei2

    akuei2

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    Hi, happy new year with 2019.
    How about your progress now?
    Apollo shader so fun to using for everyday now.
     
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  24. Rispat-Momit

    Rispat-Momit

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    More stuff are on their way :)
     
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  25. valentinwinkelmann

    valentinwinkelmann

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    is PBR Mirror Shaders (APOLLO) WebGL 2.0 compatible? i'm looking for a solution to displaying mirroring ground in WebGL2.0.
     
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  26. akuei2

    akuei2

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    Greeting RM, long time no submit homework.
    Here a new demo apply by apollo shader & holographic shader as you make.
    Enjoy it.

    I can't wait a new shader coming!
    Please show me more demo.
    ( Recently, what you post in FB about water shader are amazing ! Keep rush ! )
     
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  27. Rispat-Momit

    Rispat-Momit

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    Looks awesome! Great job akuei2! :)

    All new updates will start getting published at the end of March :)
     
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  28. JediNizar

    JediNizar

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    Hi ist there any news to make the shaders compatible with the LightWeight Render Pipeline?
     
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  29. akuei2

    akuei2

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    Hi RM, ask you one questions ...
    If my mesh only had roughness map, how to do to apollo shader at specular map column.
     
  30. Rispat-Momit

    Rispat-Momit

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    I am not quite sure what you mean exactly!
     
  31. Rispat-Momit

    Rispat-Momit

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    Hopefully in the future the shader graph will become more flexible. Until then I won't be able to make APOLLO shaders by using it.
     
  32. akuei2

    akuei2

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    Here here here, my problem on here !
     
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  33. jazzigames2017

    jazzigames2017

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    Hi,
    Does it support 2018.3 standard rendering. (Not HDRP/LWRP)
     
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  34. JediNizar

    JediNizar

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    yes it's working for me.
     
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  35. Rispat-Momit

    Rispat-Momit

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    I guess you need to add a cubemap first
     
  36. Rispat-Momit

    Rispat-Momit

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    Of course ☺
     
  37. akuei2

    akuei2

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    Hi, April soon is coming, please show me a more surprise my friends :)
     
    Last edited: Mar 23, 2019
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  38. Rispat-Momit

    Rispat-Momit

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    Haha! I can't wait for April to come too ☺

    I won't let you down
     
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  39. akuei2

    akuei2

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    Hi, I'm ready being impressed !
     
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  40. Milanis

    Milanis

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    May I ask a couple of questions regarding the Apollo Shaders.

    At the moment we're using the standard built-in render pipeline and within I am looking forward to pushing graphics to the limit without HDRP and in best case keeping performance high. We will have a lot to cover in our scenes which may include large landscapes, photogrammetry assets, typical medieval town structures, regular assets like clothes, armor, weapons, food, etc.

    Don't slap me if some of the questions sound noobish but I'm coming from UE4 and there I've never really had to deal with all the different shader systems except creating my own little material blueprints.

    #1 What are the limits for Apollo. Could I use it to let's say shading every aspect of a tavern from its walls, doors up to every greeble or hero asset like tables, glass, food, while keeping performance high on real-time global illumination with either "one" directional light through windows or some extra point lights (one per candle, maybe 10-20 candles in a room) at night.

    #2 Does Apollo support transparent coloring/shadows as we know from colored church glass/mosaic windows where the light is shining through it and dropping its light-details on the floors. I don't know how this technique is called in detail but guess you know what I'm talking about.

    https://wickedengine.net/2018/01/18/easy-transparent-shadow-maps/



    #3 Does Apollo support layered materials? I'm looking into ways of re-using Photogrammetry assets that had the HDRP layered-lit tesselation shader which is cool - but of course unusable in the standard built-in renderer.
    It would probably enough if I could use a layered material while using Apollo shaders for the main shading.

    #4 I've read that it may support foliage shading. Could you tell a little more about or is there some ETA like the skin shader? At the moment we're preparing and polishing our pre-production game project for an initial Patreon release and within I am looking into anything "looks wow".

    #5 I've bought a lot of assets on the store where the developers just deprecated their betas or version 1.0's and now want money for their "new" updates. What are your thoughts on updating or upgrading policies for current users once you think Apollo is ready to leave the Beta state?

    Have a great weekend and kind regards,
    Tobias
     
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  41. Rispat-Momit

    Rispat-Momit

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    Hi Milanis,

    I am sorry for replying to you so late. Your questions are very important and thank you for reaching out :)

    1. The APOLLO main package has no limits in shading as it will eventually include all main and most needed shaders. with the standard shader, you can shade all your main materials in an interior scene from metal surfaces to cardboard and cloth.

    2. Unfortunately not. I will work on this in the future.

    3. I am not pretty sure that I understood this question but regarding the Substance Painter 2.2 Material Layering, you can use APOLLO based materials for your rendering.


    4. The APOLLO BETA.6 will include the Subsurface shader for skin and foliage shading. :) This will include a High detailed version and an optimized one.

    5. As promised the APOLLO main package will always remain 25$ without any additional costs! :D It is an essential package for game developing and I want it to be affordable by everyone. Although the prices for the rest APOLLO packages like the Mirror shading, Car shading, Toon shading etc. will vary and they may be changing in the future.


    Let me know if you have more questions,

    Best,

    Rispat
     
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  42. akuei2

    akuei2

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    Hi, just suprise to see many-thing updated at 1st page.
    Especially, the toon shading.

    Look like good news is coming soon ... how about offer some to your loyal client?
    (20% discount for me :p)
    I'm big fan for toon shader.
     
    Last edited: Apr 15, 2019
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  43. OdderOtter

    OdderOtter

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    Ever since you announced the toon shader I've been eagerly scanning the store / this thread for updates on a daily basis. The real-time ambient shading in Apollo is my favorite feature so I keep abandoning my NPR shaders to use it.

    Can't wait!
     
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  44. akuei2

    akuei2

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    Here a small video almost done by apollo shader ( 80% above ).
    Just celebrate new shader coming out. :)
     
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  45. OdderOtter

    OdderOtter

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    Wow, that's really impressive work!
     
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  46. Rispat-Momit

    Rispat-Momit

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    Thank you Akuei2! :) Amazing stuff as always ☺
     
  47. JediNizar

    JediNizar

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    :eek::eek::eek::eek: Amazing
     
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  48. Milanis

    Milanis

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    Wow! Thank you for this detailed informations. I'm really excited and looking forward to it and how we could integrate the Apollo shader system into our pipeline in the future.

     
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  49. Needle0

    Needle0

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    Hi RM,
    I have just purchased the PBR Mirror Shaders package and am testing it out on several versions of Unity. I came upon this asset as I needed to upgrade to Unity 2017.4.11f1 or later, but upgrading to 2017.4.11f1 broke my old water shader. I need reflections to work properly on a Oculus Rift/Go app. Unfortunately PBR Mirror Shaders seems to be running into a similar problem with my old shader, with the reflections in the left and right eyes offset wrong. The below is my experience importing the asset and opening the sample scene:

    On Unity 2017.4.10f1:
    - If the project's VR rendering settings is set to Single-Pass Stereo, reflections in VR look wrong. They appear incorrectly offset across the left and right eyes, and do not fuse into a coherent image.
    - If rendering is set to Multi-Pass, reflections in VR look correct. I assume this is the intended use case.

    On Unity 2017.4.11f1 and also 2017.4.26f1:
    - Both in Single-Pass and Multi-Pass, reflections in VR look wrong. They appear incorrectly offset across the left and right eyes, and do not fuse into a coherent image.

    Checking or unchecking the "Use GPU Instancing" in the Shader's inspector does not seem to fix the issue.
    Is this supposed to happen? Are mirror shaders in VR in 2017.4.11 and up simply broken in general?
     
  50. NeatWolf

    NeatWolf

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    Hi there!

    For what I understood, Apollo shader is a solution to have more... artistic freedom rather than plain physically based results as intended by Unity. So I guess its power relies on the possibility to do some tweaking.

    I was just wondering if the tessellation shader is going to be available at some point, I guess it got announced in 2017, but got no updates about it.

    Any chance to have better parallax?

    I see you have a separate asset for clay.

    Also, I was curious to know if you can use APOLLO to obtain cloth-like/velvet materials.

    Can Apollo mimic these lighting functions in the image?


    PS: at some point, having a LWRP or HDRP version would be cool.