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Discussion in 'Assets and Asset Store' started by Rispat-Momit, Dec 21, 2017.
Sorry if asked before. But does this support macOS and Metal?
Okay, just saw updated at apollo shader first page.
But 6.0 no download(ready) yet on cloud, WHY?
Waiting a new stuff
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?
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
Other people had the same issue! I will contact Unity support.
YOUR ARE THE BEST ...
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.
Hi, when it fix?
Problem fix now ?
Hi Akuei2! Please contact me at firstname.lastname@example.org
Hi, problem fixed after I report issue to unity.
I am glad that the issue is resolved
Looking forward to see your creations!
Just a rough demo video.
A bit learning curve required, I need study more ... but, worth.
Anyway, nice shader for organic look.
Wonderful work akuei2! Very nice use of the shader
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?
When you set up Unity like it is intended the results looks different.
Realtime Global Ilumination.
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.
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.
Hi, another demo for sss by Apollo shaders
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)
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?
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
Yes, the version is 2019.3.0a4.
I understand there's no support for it yet
@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?
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
@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
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.
Let me know if it worked
Thank you! It worked, didn't know it was that easy
By chance do you have any updates to share regarding your toon shader for the impatient?
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
Can't wait to get my grubby mitts on it!
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?
Hi, Toon shader available soon?
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?
Here another demo for Apollo Shader( About 60% ).
@akuei2 that demo is awesome! You're much better at using SSS for skin than me
@Rispat-Momit can you please add detail normal map for APOLLO Standard shaders?
Hi Xexer! Sure I will include it in the next update!
That was fast, thank youuuuuuuu!!!!
Is there any video for PBR Mirror shaders? It would be so nice to see how the shaders work ...
Does the shader supports single pass and forward rendering? I would like to use it on steamVR (Vive). Thanks!
Yes it does
Here is one:
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
@Rispat-Momit any news on the next update?
I have a great need for that detail normal map in APOLLO Standard shaders
Will you need a detail texture as well?
You mean like an albedo texture/decal that blends with the main albedo texture.. why not? Hehe
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?
Any chance to have AO to Mobile/vr shaders ?
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.