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Best shader solution for "unreal" results

Discussion in 'General Discussion' started by jammer42777, Nov 2, 2015.

?

What shader solution gives \the most aesthetically pleasing results>

  1. Alloy

    18.8%
  2. Shader Forge

    25.0%
  3. Shader Sandwich

    0 vote(s)
    0.0%
  4. Ushader

    6.3%
  5. Uber

    25.0%
  6. Unity 5 standard shader

    25.0%
  7. Oxygen

    0 vote(s)
    0.0%
  8. Lux

    0 vote(s)
    0.0%
  1. jammer42777

    jammer42777

    Joined:
    Apr 21, 2014
    Posts:
    116
    Hello,
    I am wondering... I can to unity 5 from unreal 4. I find that unreal projects break too easily, and documentation is more plentiful for unity.

    I am wondering. when unreal is compared to unity, it is usually unreal 4.x to unity 4.x. Which in my opinion is grossly unfair.

    In my game that I am making... what do I need to make the quality shaders much like unreal 4?
    I am just getting started. I am wondering, is the standard shader or lux fitting the bill?

    Or will i need a shader maker such as shader forge (which I have taken a few classes on) or shader sandwich?

    Or is alloy the best all in one solution??
    Please help!
    I don't want to blow money on assets if the unity 5 standard shader will fit the bill.

    Thank you for any help offered
    --Joshua
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

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    Just wait for 5.3 then it will (almost) 1:1 with marmoset and painter. If you can't wait or need more features, use Alloy.

    Also, you'll find that to get the most out of Unity, you'll need a decent Post like Scion.
     
  3. Tiny-Man

    Tiny-Man

    Joined:
    Mar 22, 2014
    Posts:
    482
    Can confirm scion is good
     
  4. jammer42777

    jammer42777

    Joined:
    Apr 21, 2014
    Posts:
    116
    so basically everything is in the post processing and not the shaders?
     
  5. hippocoder

    hippocoder

    Digital Ape Moderator

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    So basically you didn't read what I posted?
     
    Ryiah, Martin_H and LaneFox like this.
  6. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,384
    Built in shaders + Scion.
     
  7. jammer42777

    jammer42777

    Joined:
    Apr 21, 2014
    Posts:
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    I'll wait before plunking down cash for sure. Thank you!
     
  8. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
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    3,884
    I honestly think if you just make really good textures the standard sharder produces exactly what you need. But then again, the textures have to be exceptionally great.

    I do have the 5.3 beta, man I love the Screen Space Reflections, I took it and put it in my 5.2 for my main project haha.
    But I mean, I am fairly happy with the Standard Shader. I mean yeah could use work, but it's 5 leagues ahead of 4x series of Unity. But I still stand by my belief that exceptional textures = exceptional results by far more than anything.
     
  9. HemiMG

    HemiMG

    Joined:
    Jan 17, 2014
    Posts:
    911
    I'm really digging Uber so far, but I guess whether you need it or not depends on whether or not you plan on using any of the features it brings above and beyond the standard shader. I also found a shader floating around on the forums somewhere that allows you to switch Unity to use GGX shading, which is one of the big things comes in 5.3. That really helps a lot because the default Blinn-Phong doesn't look as good when compared to modern games.

    I spent the $40 or whatever it was on the SSR from Plawius. I'm kinda excited to see how Unity's implementation stacks up, performance and appearance-wise. But if I end up using it, I think it'd be the only image effect from them that I don't replace with third party ones. They really don't have a great track record with bringing quality image effects.
     
    N1warhead and Ryiah like this.
  10. N1warhead

    N1warhead

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    Mar 12, 2014
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    From what I can tell (unless thigns change) it doesn't render the bottoms or tops of objects on a reflection.
    Example ( I have a cube in the air above a 100% shiny plane that reflects, it won't render the bottom of the box but it will with the sides.

    But like I mentioned, that may have changed now or will change, idk.
     
  11. Diericx

    Diericx

    Joined:
    Jun 8, 2013
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    62
    What's changing in 5.3?
     
  12. hippocoder

    hippocoder

    Digital Ape Moderator

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  13. Deleted User

    Deleted User

    Guest

    That temporal AA should be shifted to the top of the pile...
     
    AcidArrow likes this.
  14. hippocoder

    hippocoder

    Digital Ape Moderator

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    Yeah I agree. I need it for VR as pixel artefacts mess things up. So it needs to be fast too :)
     
    Deleted User likes this.
  15. AcidArrow

    AcidArrow

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    May 20, 2010
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    I... uh... bah...

    Best shader solution for "Unreal" results, are the shaders that unreal comes with.

    Otherwise, if you want "better" results, you should be at the very least be able to identify the way you want your results to be better.
     
    Kiwasi likes this.
  16. jammer42777

    jammer42777

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    Apr 21, 2014
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    I found a really good substance pack for sci fi, and my first game was going to be scifi themed, on a starship. Sop no nature shaders needed.
     
  17. N1warhead

    N1warhead

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    I never said anything about nature lol.
     
  18. nipoco

    nipoco

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    Sep 1, 2011
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    2,008
    At least not Unity's standard shader.
    That fresnel from certain angles is just horrible. And plenty of other issues.
     
  19. jammer42777

    jammer42777

    Joined:
    Apr 21, 2014
    Posts:
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    The main issue is wondering if the game that I will be working on will look the way that I intended. Having gone from unreal to unity, I am just starting out/ I just want to ensure that I am not using the wrong tools