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► Beast ◄

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

  1. billyfluid

    billyfluid

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    SO true... I need my tyre tracks!
     
  2. Zbad

    Zbad

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    Hi, I'm using the official Unity 2018.1.0f2 release (non-beta) and I get this error after importing the asset (this is a VR project btw)

    Shader error in 'VacuumShaders/Beast/Standard': invalid subscript 'uv2' at /Program Files/Unity/Editor/Data/CGIncludes/UnityStandardMeta.cginc(21) (on d3d11)

    Compiling Vertex program with _TESSELLATION_FIXED
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
     
  3. Arkhivrag

    Arkhivrag

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    Already fixed. Download new version.



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    Last edited: Mar 29, 2020
  4. The-Creature-Queen

    The-Creature-Queen

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    I bought Beast and came to the thread to see if anyone posted good examples of their results. Found coldwar and what appears to be butthurt from other publishers. Glad I'm not a shader dev! Thanks for the awesome asset, can't wait to try it out.
     
  5. atomicjoe

    atomicjoe

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    what do you mean by cold war and butt hurt?
    I have missed something?
     
  6. Migueljb

    Migueljb

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    Does this work with unity terrain so we can have splatmaps painted around for more realistic ground texturing?
     
  7. Arkhivrag

    Arkhivrag

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    It is not terrain shader, but Unity Standard shader with built-in tessellation.



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    Last edited: Mar 29, 2020
  8. Rensoburro_Taki

    Rensoburro_Taki

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    Hi, I bought BEAST and it's working like a charme! I was just asking myself if triplanar projection would be possible? It would be an advantage as fast-skinning method on, for example, giant boulder meshes. Or would that skyrocket the performance?
     
  9. xxhaissamxx

    xxhaissamxx

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    what about requirement Directx 9 or more optimized for mobiles ? need OpenGL ES version ?
    Thanks
     
  10. Arkhivrag

    Arkhivrag

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    Unity shaders do not support tessellation below sm4.6 (or gl4.1), more info is here.



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    Last edited: Mar 29, 2020
    xxhaissamxx likes this.
  11. Arkhivrag

    Arkhivrag

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    Last edited: Mar 29, 2020
  12. Bryngelsson

    Bryngelsson

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    Does this shader work with HDRP?
     
  13. Arkhivrag

    Arkhivrag

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    Last edited: Mar 29, 2020
    Bryngelsson likes this.
  14. StevenPicard

    StevenPicard

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    I'd love to hear if anyone has tried this in VR and whether the performance hit was\is too much.
     
    Ony likes this.
  15. asemenov

    asemenov

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    Hi, used Beast before and after update to 2019.1 noticed that • Removed recalculation of normals and tangents.
    https://forum.unity.com/threads/beast.454483/page-2#post-2976263

    Is it possible to get this feature back maybe as shader keyword? Or maybe you could send me an older version of Beast where it was still presented?
     
  16. Arkhivrag

    Arkhivrag

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    I can send previews version, just send me asset purchase invoice to vacuumshaders@gmail.com



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    Last edited: Mar 29, 2020
  17. Username002

    Username002

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    Hi, I'm having issues with shadows flickering when an object using Beast shader is rotated. Tried to max all settings, played with different tessellation modes etc, no luck. Looks like tessellated geometry slightly changes from frame to frame which causes shadows to look different and it produces visible flicker. Would appreciate any help. With the flickering issue it is not possible to use shadows currently for tessellated objects, would be too annoying for the user. Thank you!
    (Unity 2018.4.8f1)
     
    Last edited: Nov 8, 2019
  18. Arkhivrag

    Arkhivrag

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    Can you capture a little video for shadow flickering?
    Package includes "Unity Tessellation" shader, does it have the similar problems?



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    Last edited: Mar 29, 2020
  19. Username002

    Username002

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    Unity Tessellation shader has the same issue. I sent you a video example per email (from your Unity about page). Thank you for looking into it!
     
  20. TheMessyCoder

    TheMessyCoder

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    Hi @Arkhivrag, I have been sending your vacuumshaders@gmail.com address a number of emails for nearly a year now trying to get support and never had a reply.
    I bought a few of your assets and sent pre and post sales support questions without reply.

    I was happy to see that you are posting on the forums, so thought would be worth a shot to message you here.
    Is vacuumshaders@gmail.com the correct email address? Its the one on your publisher page.
     
  21. Arkhivrag

    Arkhivrag

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    Yes, it is correct.



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    Last edited: Mar 29, 2020
  22. TheMessyCoder

    TheMessyCoder

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  23. Scyra

    Scyra

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    I am unable to get secondary normal maps working with Beast in 2019.2.11f1. The maps work fine with Unity's Standard shader.
     
  24. Arkhivrag

    Arkhivrag

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    Confirm. Working on fix.



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    Last edited: Mar 29, 2020
    Scyra likes this.
  25. Scyra

    Scyra

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    Smoothness from a Metallic Alpha is another thing I found working in Unity's shader but could not get to work in Beast. Thank you for addressing. This shader is very good for Character Creator characters.
     
  26. Arkhivrag

    Arkhivrag

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    Download new update v2019.3



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    Last edited: Mar 29, 2020
  27. Scyra

    Scyra

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    Thanks, you did good. I left a review.
     
  28. Rhodos32

    Rhodos32

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    Hello I have a question is this hdrp usable or only unity buildin render?
     
  29. Arkhivrag

    Arkhivrag

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  30. FlightOfOne

    FlightOfOne

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    Does this work well in (PC) VR, Single pass instance mode ?
     
    Ony likes this.
  31. Arkhivrag

    Arkhivrag

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  32. andthenwhat

    andthenwhat

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    Did fresh import of Beast in 2020 LTS URP and am getting this error:

    Shader error in 'Amazing Assets/Beast/Lit': 'InitializeStandardLitSurfaceData': output parameter 'outSurfaceData' not completely initialized at Assets/Beast/Shaders/LitInput.hlsl(93) (on d3d11)

    Does anyone know how to fix?
     
  33. andthenwhat

    andthenwhat

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    For anyone else experiencing this, finally found the right google result:

    adding ZERO_INITIALIZE(SurfaceData, outSurfaceData to Litinput.hlsl:95 fixes it
     
    exafred, hopeful and Arkhivrag like this.
  34. Genebris

    Genebris

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    Mar 18, 2013
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    Hello, why can't I get results any similar to displacement in Blender? My tessellated stone looks barely different from a flat geometry. See the screenshots, it has default flat wall, tessellated and displaced in Blender. I have recalculate set to Normals and Tanget, strength is 1 in both cases, factor is at 64. Tessellated mesh probably has even more tris than the one from Blender, yet looks way worse.

    Tessellated
    Shader.png
    Standard
    standart.png
    Displaced in Blender
    Displaced.png
     
  35. Arkhivrag

    Arkhivrag

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    I do not know how Blender works, but you can switch Unity's editor scene window to wirefame mode and see how shader generates tessellation. Also make sure material uses appropriate displace texture.



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  36. Genebris

    Genebris

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    Blender
    upload_2021-12-25_21-19-0.png
    Tessellated
    upload_2021-12-25_21-19-49.png

    Tessellated has seemingly even more tris, but it doesn't have as much lighting variation as hipoly mesh. It's lit like a flat surface, even if I go crazy with the strength. Displaced texture is the same in both cases.
     
  37. Arkhivrag

    Arkhivrag

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    So, tessellation works.

    Problems seems to be in the used displace texture then. Try reducing texture's compression setting, import it as Single channel (Red) texture or convert it to 16/32bit texture.



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  38. ricmage

    ricmage

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    Hi beast! With this your asset Can I edit the shader in URP shader graph to have other texture slot blend combination and yet work with you tesselation?! Can you show the shader graph of your tesselate shader?
    Regards!
     
  39. Arkhivrag

    Arkhivrag

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    Shader is written as HLSL file. It can not be edited in the ShaderGraph.



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    Last edited: Feb 1, 2022
  40. EmeralLotus

    EmeralLotus

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    Very cool shader.

    Prebuy question: Does it work on mobile and webgl? if yes, is it performant?
     
  41. Arkhivrag

    Arkhivrag

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    Requires device with tessellation support. May not work on mobile devices. Doesn't work on WebGL.
     
  42. baumxyz

    baumxyz

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    Mar 31, 2017
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    Hi @Arkhivrag ,
    this is probably a stupid question, but is there a way to adjust colliders to the tessellated model? For example, if I have a rock wall and I move the tessellation slider up, can I somehow adjust the collider to that wall?
     
  43. Arkhivrag

    Arkhivrag

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    No,
    Colliders are not affected by shaders.
     
  44. DragonCoder

    DragonCoder

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    Really neat work! Have bought this some time ago and it pushes my procedural terrain to the next level.

    One question though, have you considered adding a triplanar texturing mode?
    That would make this the ultimative shader for even more usecases. Would buy it as a separate asset/plugin too.
     
  45. Arkhivrag

    Arkhivrag

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    Added to a wish-list.
     
    DragonCoder likes this.
  46. DragonCoder

    DragonCoder

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    Thank you :)
     
  47. Liminal-Ridges

    Liminal-Ridges

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    Oct 21, 2015
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    Hello, asset works great but i get this https://imgur.com/a/AzaGTm0 any idea how to fix it? smooth normals works but takes down the strength alot
     
  48. Arkhivrag

    Arkhivrag

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    If normals are not smoothed, this kind of 'cracks' will appear on any mesh edges, vertices where are not connected.
     
  49. Liminal-Ridges

    Liminal-Ridges

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    thanks! is it possible to do the smoothing in runtime?
     
  50. Arkhivrag

    Arkhivrag

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    Yes.
    Using AmazingAssets.Beast; directive in your script adds GenerateSmoothNormals extension method to the Unity Mesh class (details in the Manual file).
     
    Liminal-Ridges likes this.