Search Unity

► Beast ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Feb 3, 2017.

  1. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Last edited: Feb 16, 2017
  2. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,525
    Voxel shader techique, with build in vertex ambient occlusion :)
    an other lighting effects.
     
  3. GLID3R82

    GLID3R82

    Joined:
    Aug 7, 2013
    Posts:
    10
    Assuming that the name Beast is related to a famous Unity 4 lightmapper not compatible now with Unity 5... this new Beast is not a lightmapper but a TERRAIN 2.0!!!... a very detailed, configurable, deformable terrain like no other... with amazing snow surface effect... now in the store we have only a surface deformable that we apply over the terrain and is quite ok, but deforming the terrain itself is much more powerful... and with that amazing detail Beast will overtake every terrain!!!
    For my current project what I need over all is an AAA terrain like Beast and when I saw the first video for me was a daydream!
     
  4. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    591
  5. Wavinator

    Wavinator

    Joined:
    Dec 24, 2013
    Posts:
    79
    Great tease! So it's DEFINITELY not the most advanced footprint system ever devised? :D

    I vote terrain deformation shader as well.
     
  6. Distant_Temples

    Distant_Temples

    Joined:
    Apr 14, 2012
    Posts:
    131
    Basemap Extrapolated Advanced Shaded Terrain. (If not a real thing then well, it should be) o_O

    EDIT: Oh ya, that also works seamlessly with GAIA. :D
     
  7. ethanwgross

    ethanwgross

    Joined:
    Jun 25, 2014
    Posts:
    83
    lol, its ur mom... jk
     
  8. Olafson

    Olafson

    Joined:
    Aug 7, 2012
    Posts:
    255
    Textures.
     
  9. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
  10. eskovas

    eskovas

    Joined:
    Dec 2, 2009
    Posts:
    1,373
    For the past two weeks everyone's been like:


    @Arkhivrag has anybody get it right?

    Can't wait! :D
     
  11. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    591
    i think it high resolution recorder tool
     
  12. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    Can you tell us what it is now please?
     
    Kolyasisan likes this.
  13. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
  14. LudiKha

    LudiKha

    Joined:
    Feb 15, 2014
    Posts:
    140
    one_one likes this.
  15. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    And @ZJP was right... again DLLs
     
  16. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Wow, package went through review process in less than 24 hours, usually it needs more then 2 weeks.
    Beast.png


    VacuumShaders - Facebook Twitter YouTube
     
    Last edited: Mar 25, 2017
  17. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    What optimisations are there? how easy is it it to extend to be used with our own shaders? DLL, no source?
     
  18. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    keenanwoodall likes this.
  19. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    No dlls, its just a shader.
    Everything inside cginc file.



    VacuumShaders - Facebook Twitter YouTube
     
    Tethys likes this.
  20. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Very nice, are there any optimisations such as fall off and so on? :)
     
  21. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Three type of tessellators: fixed, distance based and edge length.
    Untitled-1.png



    VacuumShaders - Facebook Twitter YouTube
     
  22. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    I am really thinking about to get this the next days, but which purpose do those two included DLLs serve then?
     
  23. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Those are editor dlls, containing some editor and version controlling elements.



    VacuumShaders - Facebook Twitter YouTube
     
    Last edited: Feb 23, 2017
    Knightmore likes this.
  24. keenanwoodall

    keenanwoodall

    Joined:
    May 30, 2014
    Posts:
    597
    Tethys and chelnok like this.
  25. StaffanEk

    StaffanEk

    Joined:
    Jul 13, 2012
    Posts:
    380
    How is this better than simply using a normal map with your shader?

    EDIT: People in the future will be very confused by the comments on the first page when this asset is released.
     
    Last edited: Feb 23, 2017
    Novack, jade-doggerel, Pecek and 2 others like this.
  26. atomicjoe

    atomicjoe

    Joined:
    Apr 10, 2013
    Posts:
    1,869
    So it's only useful if you want to use a depth texture without a normalmap?
    It can be handy for runtime generated content, but performance must be worse than using a depth texture + normal map for regular meshes.
    The video is cool, but I don't see this as revolutionary as the video implies...
     
  27. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    It does look really nice, but TerraFirma is going to have this same capability as well and it's far more than just this singular feature. This is a hard sell when put up against that competition.
     
  28. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Using normal map still requires mesh with correct tangents, so if you have e.g. standard plane and do displace using shader, what happens with mesh normals and tangents? - Nothing. They are not modified and do not reflect displace effect. As a result bad light interaction, with or without normalmap.
    Beast has such a good visual results because it handles normal/tangent calculation inside tessellation pass.
    bnt.png

    How costly it is (performance)?
    I use the same method in Curved World that has fantastic speed even on mobiles, but Beast is targeting high-end devices with SM5/Tessellation and you have no worry about performance, its very fast.



    VacuumShaders - Facebook Twitter YouTube
     
    blueivy, antoripa and chelnok like this.
  29. Quique-Martinez

    Quique-Martinez

    Joined:
    Oct 1, 2013
    Posts:
    141
    I'm so happy that I wanted to share my first minute with Beast. Just a plane and ground textures from Terrain Composer.
    Thank you for this asset man!!!
    upload_2017-3-14_16-24-8.png
     
    Tethys likes this.
  30. evilangel89

    evilangel89

    Joined:
    Feb 8, 2017
    Posts:
    269
    Can I ask a different question. I would love to integrate this into my third person game because I believe it can make certain things very realistic. But the biggest problem I've always had with tessellation shaders is the fact that I really cannot IK my character's feet to match the displacement.

    Any recommendations on how you would make an approach to that with beast ?
     
    hopeful and ftejada like this.
  31. Tethys

    Tethys

    Joined:
    Jul 2, 2012
    Posts:
    672
    Looks amazing, any chance you can include a TriPlanar version of the shader for terrains? Procedural terrain generation is always in need of better triplanar shaders. :)
     
    ftejada likes this.
  32. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Displace is done inside shader and it is completely invisible to the Physics engine that can be used for 'feet to match the displacement'. You will have to generate MeshCollider or use some other technique.



    VacuumShaders - Facebook Twitter YouTube
     
  33. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Added to a WishList.



    VacuumShaders - Facebook Twitter YouTube
     
    Tethys likes this.
  34. evilangel89

    evilangel89

    Joined:
    Feb 8, 2017
    Posts:
    269
    Absolutely right.
     
  35. Frpmta

    Frpmta

    Joined:
    Nov 30, 2013
    Posts:
    479
    You sell Beast for $10 and Fragmentum for $199? :D
     
  36. rmuk

    rmuk

    Joined:
    Feb 18, 2015
    Posts:
    65
    Has anyone tried this with VR yet? Normal mapping typically doesn't work as well in VR (Google it, there are a ton of references. Here's one from oculus.), and this looks like it could potentially solve that issue.
     
  37. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    lol. $199 for a tool that deconstructs a mesh into triangles? Um...yeah.
     
  38. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    It's a special price to minimize asset selling before new version release (unfortunately I can not temporarily disable asset or hide it from the store).



    VacuumShaders - Facebook Twitter YouTube
     
  39. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    Makes sense then.
     
  40. khos

    khos

    Joined:
    May 10, 2016
    Posts:
    1,486
    Hi, like this very much,could you recommend a way how to make change the tessellation image dynamically at runtime, is that possible?
     
  41. Pecek

    Pecek

    Joined:
    May 27, 2013
    Posts:
    187
    Is this shader plays well with enlighten? The standard tessellation shader produces all kind of artifacts with when the lights are baked.
     
  42. Michael316

    Michael316

    Joined:
    Aug 2, 2012
    Posts:
    21
    so noob question - does this replace or work in concert with something like RTP?
     
    ftejada likes this.
  43. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Here is quick test with baked lightmaps:
    Beast lightmap.png



    VacuumShaders - Facebook Twitter YouTube
     
    ftejada, sjm-tech and Pecek like this.
  44. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    If you are asking about terrain shaders, no, currently it does not include terrain shaders.



    VacuumShaders - Facebook Twitter YouTube
     
  45. Pecek

    Pecek

    Joined:
    May 27, 2013
    Posts:
    187
    Fantastic, thank you! :)
     
  46. Michael316

    Michael316

    Joined:
    Aug 2, 2012
    Posts:
    21
    I see - so in the example vid, is that a terrain converted to a mesh? I'm trying to understand what the procedure/requirements would be to get something like the video.
     
  47. Pecek

    Pecek

    Joined:
    May 27, 2013
    Posts:
    187
    After playing around with it for a while I really like it, however I would like to request some features(sorry in advance for the lack of proper terminology). Most tessellation shaders have the option to set the direction, without this feature you have to edit the files\position of the object which sucks. There is this thing called "phong smoothing", that's cool, I would love to see it in this shader as well(it's not as important as the direction tho). And this probably not going to happen, but could you do something about the cracks on smoothing groups\UV shells?
     
  48. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Snow scene in the promo video uses only Unity built-in plane mesh with Beast shader and textures from here. Nothing more.



    VacuumShaders - Facebook Twitter YouTube
     
  49. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,978
    Need to make research about Phong smoothing and Vector displace.
    As for normal smoothing script below can help:
    Code (CSharp):
    1.  
    2. void Start()
    3. {
    4.     Mesh mesh = GetComponent<MeshFilter>().mesh;
    5.  
    6.     Dictionary<Vector3, Vector3> smoothNormalsHash = new Dictionary<Vector3, Vector3>();
    7.     for (int i = 0; i < mesh.vertexCount; i++)
    8.     {
    9.         Vector3 key = mesh.vertices[i];
    10.  
    11.         if (smoothNormalsHash.ContainsKey(key))
    12.             smoothNormalsHash[key] = (smoothNormalsHash[key] + mesh.normals[i]).normalized;
    13.         else
    14.             smoothNormalsHash.Add(key, mesh.normals[i]);
    15.     }
    16.  
    17.     Vector3[] smoothNormals = new Vector3[mesh.vertexCount];
    18.     for (int i = 0; i < mesh.vertexCount; i++)
    19.     {
    20.         smoothNormals[i] = smoothNormalsHash[mesh.vertices[i]];
    21.     }
    22.  
    23.     mesh.normals = smoothNormals;
    24. }
    25.  
    Untitled-1.png



    VacuumShaders - Facebook Twitter YouTube
     
  50. local306

    local306

    Joined:
    Feb 28, 2016
    Posts:
    155
    Saw an earlier post regarding VR. Just as curious as to whether this will cooperate with VR.