Search Unity

APOLLO (Light Based Shaders) Official Forum

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

  1. thylaxene

    thylaxene

    Joined:
    Oct 10, 2005
    Posts:
    716
    Sorry if asked before. But does this support macOS and Metal?
     
    Rispat-Momit likes this.
  2. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69
    Okay, just saw updated at apollo shader first page. :rolleyes:
    But 6.0 no download(ready) yet on cloud, WHY? :eek:
    Waiting a new stuff :confused:
     
    Last edited: May 4, 2019
  3. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69
    Upset, very upset ... I'm re-download & re-install few time.
    Unity package still is beta 5, but not beta 6.
    Can you fix the problem?
     
    Rispat-Momit likes this.
  4. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Tesselation shaders for APOLLO will be available probably as a separate package. APOLLO let you have full control over the shading so Velvet cloths shading is also possible with APOLLO. The Clay shader is not based on the APOLLO family. Yes, it supports specularity and
    Of course :)
     
    NeatWolf likes this.
  5. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Hi there!

    Other people had the same issue! I will contact Unity support.

    Best,

    Rispat
     
  6. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69
    YOUR ARE THE BEST ... :oops:
     
    NeatWolf and Rispat-Momit like this.
  7. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69


    Student: Sensei, what is the cruel ?
    Sensei: Something you would saw it, but you couldn't touch it.
    Student: Arh ?
    Sensei: Like ... apollo shader.

    Wait for it, wait for it and I'M LOADING. :D
    Hi, when it fix?
     
  8. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69
    Problem fix now ?
     
    Rispat-Momit likes this.
  9. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    akuei2 likes this.
  10. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69
    Hi, problem fixed after I report issue to unity. :D
     
    Rispat-Momit likes this.
  11. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    I am glad that the issue is resolved :)

    Looking forward to see your creations!
     
  12. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69

    Just a rough demo video.
    A bit learning curve required, I need study more ... but, worth.
    Anyway, nice shader for organic look.
     
    Rispat-Momit likes this.
  13. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Wonderful work akuei2! Very nice use of the shader :)
     
    akuei2 likes this.
  14. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Hey. I swichted to linear and use ACES Filmic Tonemapper with PPV2.
    How i get Apollo to work in linear colorspace?
    The Unity legacy and Unity Standard output works as expected in ComparisonScene. The Apollo output is overbrightened and complete out of gamma.

    You are comparing against Unity PBR shader and setups but you don t use a tonemapper like it is Standard to get an correct HDR output in an linear workflow?
     
    Last edited: May 13, 2019
  15. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    When you set up Unity like it is intended the results looks different.

    5min setup.

    Realtime Global Ilumination.
    ColorSpace Linear
    StandardTonemapping ACES
    Standard LightProbes
    Standard ReflectionProbe

    You use also non PBR Marerials without correct GlossMap in Unity StandardShader. Therefore Glossiness of the wood materials is not correct.

    Please do fair comparissons.



    HustonWeHaveAProblem_01.JPG HustonWeHaveAProblem_02.JPG
     
    Last edited: May 15, 2019
  16. tm_deluxe

    tm_deluxe

    Joined:
    Feb 1, 2019
    Posts:
    1

    I'm also experiencing the same thing. Stereo rendering does not seem to work with 2017.4.22f1 It looks like I'm getting incorrect UV's for the reflection. The shader looks fine in the editor and everything looks ok in stereo except the render-target reflection.

    We are using the default unity rendering pipeline, not the scriptable pipeline. I tried, Deferred and Forward options without any luck.
     
    Rispat-Momit likes this.
  17. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69


    Hi, another demo for sss by Apollo shaders :)
     
    Hexer_ and Rispat-Momit like this.
  18. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    Hi, I'm having trouble using this shader in 2019.3.
    I'm getting errors such as

    Shader error in 'APOLLO/Standard/Standard': Did not find shader kernel 'vert_surf' to compile (on d3d11)

    or

    Maximum number (256) of shader global keywords exceeded, keyword METAL_ON will be ignored.
    You will have to delete some shaders or make them use less keywords.


    Is it still to early to support it since 2019.3 is in alpha?
     
    Rispat-Momit likes this.
  19. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Hi Hexer. Is this the alpha version of Unity 2019.3? Maybe it is a bug I will have to wait until the original release
     
    Hexer_ likes this.
  20. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    Yes, the version is 2019.3.0a4.
    I understand there's no support for it yet :)
     
    Rispat-Momit likes this.
  21. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    @Rispat-Momit I fixed my issue , the problem was that I had UBER shader pack installed in the project and once I deleted it the problem went away.

    I presume I will have to switch to Gamma color space?
    What about lightning? Deferred or linear?

    Are there any other project settings I have to take care of before starting?
     
    Rispat-Momit likes this.
  22. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    That's great!

    The only think you need to change when you switch to Linear is the Light Manager settings. The have a different effect to thw shading and I would recommend to keep them in lower values. Especially the Ambient Contrast and yhe Add Light.

    Otherwise everything else would work just fine :)
     
    Hexer_ likes this.
  23. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    @Rispat-Momit can you please add support for double-sided materials?
    I have a few meshes that require it .. it's not that big of a deal so it's not urgent :D
     
    Rispat-Momit likes this.
  24. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Making double sided shaders is so easy that it doesn't really make sence to make new shaders just for this. What you need to do is open the shader and type Cull off Over the line that says CGPROGRAM.
    :D

    Let me know if it worked :)
     
    Hexer_ likes this.
  25. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    Thank you! It worked, didn't know it was that easy :)
     
    Rispat-Momit likes this.
  26. OdderOtter

    OdderOtter

    Joined:
    Aug 16, 2015
    Posts:
    44
    By chance do you have any updates to share regarding your toon shader for the impatient? :D
     
    Rispat-Momit likes this.
  27. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    It's actually ready I only need to make a mobile version and publish it on the store. It will be published as a seperate package but it will ve using all APOLLO powers
     
    OdderOtter likes this.
  28. OdderOtter

    OdderOtter

    Joined:
    Aug 16, 2015
    Posts:
    44
    Can't wait to get my grubby mitts on it!
     
    Rispat-Momit likes this.
  29. Needle0

    Needle0

    Joined:
    Jul 20, 2013
    Posts:
    11
    Regarding the incorrect stereo fusion issue, I think I found the cause for it: Unity 2017.4.11f1 (and also Unity 2018.1.b5) introduces asymmetric FOV rendering into Oculus headsets, making the left/right projection center offset slightly from the screen center. This matches the behavior I am seeing (images offset incorrectly across L/R eyes in the headset), and their documentation specifically mentions that image effects may break: https://developer.oculus.com/blog/tech-note-asymmetric-field-of-view-faq/

    Unfortunately, there doesn't seem to be a way to disable asymmetric FOV.
    Can there be a fix for this issue so the shaders work on Oculus?
     
  30. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69
    Hi, Toon shader available soon?
     
    OdderOtter likes this.
  31. tyrot

    tyrot

    Joined:
    Aug 18, 2013
    Posts:
    36
    hello guys i have a newbee pre sales question ..


    -can i use "Bakery Lightmapping asset " for gi instead of unity 's gi ? ...

    i am about purchase bakery and apollo using for archviz ... did anyone try combining these two asset?

    best
     
    Last edited: Jul 1, 2019
  32. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69

    Here another demo for Apollo Shader( About 60% ).
    Cheer.
     
    Hexer_ likes this.
  33. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    @akuei2 that demo is awesome! You're much better at using SSS for skin than me :D

    @Rispat-Momit can you please add detail normal map for APOLLO Standard shaders?
     
    akuei2 and Rispat-Momit like this.
  34. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Hi Xexer! Sure :) I will include it in the next update!
     
    Hexer_ likes this.
  35. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    That was fast, thank youuuuuuuu!!!! :cool:
     
  36. tyrot

    tyrot

    Joined:
    Aug 18, 2013
    Posts:
    36
    Is there any video for PBR Mirror shaders? It would be so nice to see how the shaders work ...
     
    Rispat-Momit likes this.
  37. HsinChien

    HsinChien

    Joined:
    Nov 19, 2012
    Posts:
    22
    Hi
    Does the shader supports single pass and forward rendering? I would like to use it on steamVR (Vive). Thanks!
     
  38. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Yes it does :)
     
  39. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Here is one:
     
  40. ggot

    ggot

    Joined:
    Jul 17, 2015
    Posts:
    5
    Hi all,

    I bought this asset pack, and try to use it, but I could reach only moderate success in creating human skin :)

    I'm looking for a freelancer texture/shader artist, to make my human models better.

    Contact me on palmuranyi at gmail.com

     
    Flurgle likes this.
  41. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    @Rispat-Momit any news on the next update?
    I have a great need for that detail normal map in APOLLO Standard shaders :)
     
    Rispat-Momit likes this.
  42. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Will you need a detail texture as well?
     
    Hexer_ likes this.
  43. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    You mean like an albedo texture/decal that blends with the main albedo texture.. why not? Hehe :D
     
    Rispat-Momit likes this.
  44. VeinLeint

    VeinLeint

    Joined:
    Feb 4, 2016
    Posts:
    5
    Hi, I just bought the shader like a month ago. I get that you need to use the light manager to get most of the shader. But I was wondering if there was a way to put point lights and that the shader also react to them. So for example, I'm using the shader in my enviroment, let's say a wall, so if I put a torch on the wall, which has fire and this fire is having a point light, the wall will not get this light. Is there a way to correct this?
     
  45. ibompuis

    ibompuis

    Joined:
    Sep 13, 2012
    Posts:
    100
    Hi,

    Any chance to have AO to Mobile/vr shaders ?

    Best
     
    Rispat-Momit likes this.
  46. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Hi there!

    I know it's not the best option but for optimisation reasons I bake the AO map on the main texture of each object.
    I will try to make a universal optimazed shader close to the one I have for vr that uses one texture's color channels for roughness, metallnes and Emission.
     
    ibompuis likes this.
  47. RickXII

    RickXII

    Joined:
    Jan 4, 2018
    Posts:
    1
    Hi @Rispat-Momit, thank you for the awesome asset, could you kindly let us know when the update of supporting detail maps version of Apollo will be released?
     
    Rispat-Momit likes this.
  48. Rispat-Momit

    Rispat-Momit

    Joined:
    Feb 14, 2013
    Posts:
    266
    Hi RickXII! Unfortunately, there is no release date yet.
     
    RickXII likes this.
  49. bvonline

    bvonline

    Joined:
    Feb 27, 2021
    Posts:
    85
    I love what I see. Want to buy it. Questions:

    I want to use also volumetric fog and light, sun rays, clouds with shadows, and shadows assets from other developers. Might I run into problems? Any things I have to consider before buying? I use URP, Editor 2020.3 - does it work with this version? Thanks ind advance.
     
    Rispat-Momit likes this.
  50. vincent-deco

    vincent-deco

    Joined:
    Jul 21, 2021
    Posts:
    3
    Hello,
    is this compatible with urp?
     
    Rispat-Momit likes this.