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Car Paint Shaders Asset - 2.0 LIVE

Discussion in 'Assets and Asset Store' started by beffio, Aug 13, 2014.

  1. BradHerman

    BradHerman

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    Let me know if you would like to test your unity 5 version with my HDR environments and skys for unity 5. I have an asset coming to the store soon, I also have a large collection of ones not yet in that asset that work great for Cars. I have worked on more than a dozen car commercials for Honda, Dodge, Chrysler, and more. I have inside car captures, I have parking lots, streets in day and night, etc...

    http://forum.unity3d.com/threads/easy-hdr-skylight.321118/
     
  2. kenshin

    kenshin

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    Any news about unity5 version update? :)
     
  3. beffio

    beffio

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    Hi there,

    Sorry for delays, but hope you will like our upcoming update. We work really hard to create new cool stuff like examples of new Unity5 PBR materials and new scenes with realtime reflections using reflection probes. Below you can see how new lighting system gives your Car Painting new feel.

    Also we have added a lot fixes and upgrades to our Car Paint Shaders like decals, shadow support, light support for simplified shaders, mirror reflection shaders & scripts + as I said new assets related with Unity5 PBR materials.

    I think we will finish update tommorow.

     
    hopeful and UnleadedGames like this.
  4. kenshin

    kenshin

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    Great news!!! :)
     
  5. blamejane

    blamejane

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    Okay, awesome...Decals, hmmm so excited fingers-crossed. Love the looks of that sneak peak render!!!
     
    kenshin likes this.
  6. wana7262

    wana7262

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    what about Orbit camera script? am still unable to use it on mobile :(
     
  7. Deleted User

    Deleted User

    Guest

    Hi there if I try the playmode, Unity gives me the following error:

    All compiler error have to be fixed before you can enter playmode!

    How can I make the assets working? I use the personal version of unity 5...

    Kindly Rog!
     
  8. beffio

    beffio

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    Hi there,

    I will try to fix that in next release. We made a basic script for Camera Orbit if you would like to have something more advanced with touch input that will work correctly on mobiles, I recommend to buy Finger Gesture Asset or some other similar asset.

    We made huge updade few days ago, all bugs has been fixed related with Unity5. Car Paint Shaders is at the moment in REVIEW proces. It could take from 2 days to even 10. But I think it should be ready maybe tomorrow or max 2 days.

    Cheers,
    Tom Lassota
     
    kenshin likes this.
  9. GameReady3D

    GameReady3D

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    Are the shaders compatible with Unity 5 Light Probes?
     
  10. beffio

    beffio

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    • Our Simplified Shaders + Transparent is compatible with Light Probes.
    • Advanced Shader + Transparent as we said before is only affected by faked lights that are created from textures. So it's not affected by any light it only works with shadows that's why it will not work with Light Probes.
    • U5 Car PBR Shaders that base on Standard Shaders Build In Shaders will work easily with Light Probes.
    So basically we give you few options you can choose from.

    Cheers
     
  11. hopeful

    hopeful

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    Glad to see this getting updated for U5. :)

    I just imported the new version (2.0), and I have a few quick observations.

    1) It's just my opinion, but I don't think all the camera effects you have in the example scenes are doing you any favors. I turned them all off.

    2) The demo scenes (PBR) seemed to eat a lot of performance for just one car in an otherwise empty scene. Maybe you can can elaborate on this? Where is most of the performance hit coming from? Anything we can do to reduce it?

    3) There seemed to be some white pixel flickering going on, especially notable when viewing the car antenna (PBR).
     
    Last edited: May 4, 2015
  12. beffio

    beffio

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    1. I think all of them do some favors, but some of them do really small details. But sometimes small details all really important to achieve top quality

    2. Yes I wrote all about this in Documentation new Unity PBR examples are made for people who are looking for HIGH end Car Visualisation's. I'm using there Real Time Reflection probe's which is really performance demanding. Next thing is for example if materials are reflective and there is a RT reflection probe inside car they will also real time reflect everything around like environment. At the moment I switch it off in all scenes, so Car do not reflect environment elements - only ground but still it's performance breaking. You can check that option in specific model Mesh Renderer Reflection Probes turn Off. In my computer in all scenes I got around 100FPS but I got really good computer. If you want to use something faster for example on mobiles I would recommend to use Simplified and Advanced Shaders that are really fast because they are using a lot of tricks to achieve also great visual results.

    If you saw that scenes look almost like renders. I use there Deffered Lighting with HDR lights, also I use there DX 11 Depth Of field which looks slightity better than normal one. It's all really expensive.

    I think if you want to optimise that scene, my advices:
    1. Turn off in Realtime option in Reflection Probes
    2. Decrease Shadow Quality.
    3. Decrease Image Effects that are not affecting Image Correction so much.
    4. Turn off HDR from Camera and switch to Forward Rendering Mode.

    3. This is not on my side. I know about that I spoke with some people from Unity Team and it look like some bug on Unity Side. It's related with secular and other things like Differed Rendering and HDR and RT reflection probes.

    Thanks,
    Tom
     
    hopeful likes this.
  13. beffio

    beffio

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    I would like to announce that Update 2.0 is Live.

    Changes:

    Fix & Improvments:

    • Unity5 Support
    • Fixed Flickering Bug while Camera Rotating
    • Fixed Bug with Fog & Depth Of Field Advanced Shader
    • Added Decal with Alpha Channel Support
    • Optimised whole Shader now it takes 1 draw call
    • Fixed Issue with Shadows nowthey works correctly Simple Shader
    • Addeed Detail Textures (Flakes support)
    • Added Decal with Alpha Channel Support
    • Added Normal Map Slot Support
    • Fixed Issue with Shadows nowthey works correctly - Updated Documentation
    Unity 5 Physical Based Rendering Assets:
    • 10 new Scenes showing full potential of PBR & Unity5 Rendering
    • HDR 32-bit studio cubemap texture - Normal Map Texture for Ground Distortion
    • 50+ PBR Materials
    • Two Custom PBR Car Shaders that base on Standard Build in Shader
    • 3 new Car Animations - Script for Controling Camera Realtime Reflection Probe
    • Custom Made Lookup Texture for Vintage look
    • Lighting, Camera Deffered HDR Rendering & DX11 Image Effects using Unity5 new features settings - Learn How To Achive High End Visusals in Unity5 using latest features.

    Note that video & all screens below are made without any PostProduction in 3rd party software this Images are raw Captures from Unity5.

    Video:



    Screens:

     
    arumiat likes this.
  14. hopeful

    hopeful

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    Just for the record, with all the effects on I get 17 FPS in the indoor orange scene, and it doesn't look nearly as nice as your videos. It looks cloudy and blurry and ... bad. I get 13 FPS on the Outside Manual Rotate scene.

    If I turn off the image effects, on the inside scene, I get 26 FPS. On the outside scene I get 17 FPS.

    If I also switch off the RTGroundReflection I get 60 FPS inside and 50 FPS outside. And I can't see much difference in car quality between reflections on and off on my computer.

    I had a feeling the low performance was due to the real time reflection probe, but I thought I'd ask about it anyway, since the scenes seemed so odd.

    This is what I see with the orange car, all effects on, using U5 DX11 deferred linear. My results are similar with the outside demo. I suppose it's just that my video card is too weak to produce the more professionally rendered image ...?

     
  15. beffio

    beffio

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    Ok I saw you change Player Settings. Do not change them. They should look like in screenshoots below. Other thing is that there is not BIG difference between DX11 and without. I attached two screens below. At the moment Im using only DOF with DX11 so there you will find difference.

    if you also didn't change any settings you Camera settings should look like on screen below. When I said that if you want to improve your speed I mean that you should not change your rendering method in Player Settings but in Camera Settings from Deffered to Forward.

    About FPS as I said this demos are for high end PC's. I got GTX 580 i7 procesoor with 6 cores 3,5 ghz 16gb ram and I have from 60-100fps with all effects turned on.

    Regarding to Reflection Probes. Yes real time reflection is really CPU & GPU consuming. You can read more about this here: http://docs.unity3d.com/Manual/class-ReflectionProbe.html . If you want still to have real time reflection change resolution to 256 or even lower.

    Also try to use only one window in Unity don't look and Game Window and Scene Window at the same time. Another thing change you game resolution to 1024x768 or lower it will also increase your speed.

    By the way what hardware do you have ?

     
  16. hopeful

    hopeful

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    I started with DX9 and switched to DX11 ... couldn't really see any change. But shifting from deferred / linear to forward / gamma made a big change in image quality.

    Here's the red car on the same (demo) settings as the orange car, but on forward / gamma using DX9. It's not perfect, maybe, but it looks a lot closer to a pro render. It also renders at 29 FPS with all effects on. Turning off the image effects but leaving the realtime reflection on, I get 43 FPS. So using this kit under forward / gamma makes a huge difference in quality and performance, at least on my low end video card.

    I'm using an ATI HD5750.

    EDIT: I still think the car looks best with all effects off. What you might do is put a couple of buttons on the screen to dynamically toggle the camera effects and the realtime effect. That would make it a bit easier for people to see how much performance is impacted, and what the basic image looks like without the extra (optional) magic.

     
    Last edited: May 5, 2015
  17. beffio

    beffio

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    Yes player settings Forward / Gamma was something that should be by default in this package. Maybe if you will import it to some all-ready created project it will change some settings. Cool that it works for you. Also if you want to use more optimized real time reflection you can use in prefabs mirror reflection is much faster than reflection probe.
     
  18. hopeful

    hopeful

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    Thanks for your help! I'm still catching up to all of the changes in U5. Eventually I'll get further into optimization for my game, but for now it's good to see that your car is still great looking in Unity. :)
     
  19. Play_Edu

    Play_Edu

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    Awesome
     
  20. Zubba

    Zubba

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    So I am guessing this is a U5 only asset?

    What about unity4.x?
     
  21. beffio

    beffio

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    We will not support Unity4 anymore. There is too much work to do because we fixed all issues with shaders for Unity5 - but after we fix that issues they are no longer work with Unity4. I'm not only one developer that have really big problems with migrating from U4 to U5. So actually if I will want to have Unity4 version I need to have two separated asset versions. So support for two versions, two documentaions and more...

    I think U5 is at the moment best version of Unity they have ever created so actually I recommend for people who are not upgrade yet to U5 to do that. Another things is that U5 got all effects for free in personal version, but in U4 you have to pay for pro version.

    Cheers
     
  22. Zubba

    Zubba

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    Oh I understand the hassle. I was just asking. And I have Unity 5 already, it's just that some of our projects would take months to move to version 5.
     
  23. louis2009

    louis2009

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    how can I change the paint color via script ?
     
  24. wana7262

    wana7262

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    So the latest version only work with unity 5? no support for Unity 4.x?
     
  25. blamejane

    blamejane

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    My app allows the user to change the truck color. The previous version of this plugin I was able to do this with:

    truckMat.SetColor("_DiffuseColor", swatch.color);

    Edit: Actually this does change the color in the editor, however when running the game the screen is not being updated. Hmmm...

    Edit 2: Not working because I have a decal (black racing stripes down the hood). The truck becomes black when I add the decal. The decal is properly masked with an alpha channel. Not sure what it's going to take to get this working but I'll keep trying
     
    Last edited: May 8, 2015
  26. blamejane

    blamejane

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    Just wanted to thank Beffio for this awesome car paint shader. The results are stunning.
     
  27. beffio

    beffio

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    Thanks @blamejane

    Regarding to all people who want to know how to change color via script or any related things.

    You should use MaterialPropertyBlock that is described here: http://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html . In Unity Documentation you can find samples how to use it corecctly.

    Here you can find SetColor function that you will need: http://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.SetColor.html

    Second sample is the best way of use that.
    Full list of parameters of CarPaintOpaque Shader:
    float4 _BaseColor;
    float4 _DetailColor;
    sampler2D _DetailMap;
    float4 _DetailMap_ST;
    float _DetailMapDepthBias;
    float4 _DiffuseColor;
    sampler2D _DiffuseMap;
    float4 _DiffuseMap_ST;
    sampler2D _MatCapLookup;
    float4 _ReflectionColor;
    samplerCUBE _ReflectionMap;
    float _ReflectionStrength;

    Hope it helps.
    Tom
     
  28. blamejane

    blamejane

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    Is it possible to add MatCap support to the Car Paint Opaque (simplified) shader? I searched the thread before asking, because I swear I read something on the subject, but I can't find it now...

    Edit: Nevermind
     
    Last edited: May 18, 2015
  29. wana7262

    wana7262

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    @blamejane i am also looking for this matcap on simplified shader..
     
  30. blamejane

    blamejane

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    @wana7262 let me know if you figure this out.

    Actually, what I need on the simplified shader is the ability to have multiple diffuse maps. I need one for the dirt map and one for decals (cool auto graphics). I don't want to have to have multiple dirt maps, each with a different graphic; it'd just be so much easier to layer them.
     
  31. beffio

    beffio

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    MatCap to Simplified Shaders - Added to future features :).

    @blamejane So actually you need a layers for Diffuse Maps - I only concern that this could have some impact on performance. Each new texture will have to produce new pass in shader so that = new draw calls for each texture. I would recommend make that layers in photoshop and then just merge all of them into one texture.

    Tom
     
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  32. wana7262

    wana7262

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    Advanced shader have glitches on some android devices
     
  33. blamejane

    blamejane

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    Thanks Tom. Forgive my ignorance as I'm very new at this. Here's my setup:

    I have a red 4x4 truck, which uses the Car Paint Opaque Simplified
    It has an ambient occlusion map used in the diffuse map slot (it adds nice truck details)
    I then want to add mud splatters in brown over the red truck.

    If I combined the mud splatter map with the ambient occ map, then how do I get the Red truck paint with brown mud over it? The red comes from the diffuse color, would the brown mud color come through from the base color? Guess I"ll give it a try.

    EDIT: OMG, that was it!! It worked by adding the mud splatters as an alpha mask to the dirt map. I changed the base color to dark brown and the truck is red, and voila' I have a red truck with brown mud showing through. I LOVE it
     
    Last edited: May 19, 2015
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  34. beffio

    beffio

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    I cannot see your image. But Android devices are always be a problem. There are so many of them that you almost cannot control on which one it will work.

    Yes exactly this is how it works. Good to hear that it works for you!

    Tom
     
  35. blamejane

    blamejane

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    Did you manage to find a solution for the camera orbit on iOS mobile platform? If not, have you looked into purchasing an asset from the store, or a free solution? I need to get this solved for my game, so any tips would be great.
     
  36. beffio

    beffio

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    It will take more time to make our script work on mobile. Actually I will have to rewrite it from scratch. I don't say that I will not do it but can't tell you specific date at the moment due a lot of work.

    I recommend to you Finger Gestures Asset

    Cheers
     
  37. PouletFrit

    PouletFrit

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    Anyone tested theses shaders in webGL?
     
  38. beffio

    beffio

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    Hi @PouletFrit ,

    I have tested our shaders & scenes on WebGL. It works fast & smoothly. I didn't noticed any glitch and other things that could give unexpected result.

    I take a look also on Unity5 Scenes with PBR rendering. WebGl is not support all Unity5 features I think real time reflections tone-mapping maybe some more. So shaders works but some post process not but this is on unity side.

    Hope it helps !
     
  39. PouletFrit

    PouletFrit

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    @beffio
    It sure helps. Thanks alot for the reply. We'll give it a try.
     
  40. Footers

    Footers

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    Is it possible to extend the car paint opaque shader to use a detail/ fleck map, along with an occlusion map and decals?
    I've managed to set it up to use a the fleck map (tiled 10x10) with an occlusion (diffuse) map (tiled 1x1) but if I add an alpha layer to my occlusion map along with the decal (car badge), I lose the ability to have a different tiling fleck map.

    I'd also like to replace the reflection colour with a texture, so I can control the reflection amount per object.

    Is it possible to extend these shaders via shader forge?
     
  41. blamejane

    blamejane

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    I need backfire culling turned off. Can you tell me how I would do this for the Body Paint Simple Shader and Body Paint Advanced Shader?

    Thanks.

    EDIT: I figured it out changed: Cull Back to Cull Off
     
    Last edited: Jul 1, 2015
  42. crudeMe

    crudeMe

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    Is there any other videos or screenshots aside from studio scene? I'm in search of a decent car paint shader, which will be affected by lighting, reflections and such. I've read about different shaders coming with package, but don't see any images or videos of them working. Are there any, please?
     
  43. hellbliss12345

    hellbliss12345

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    Whenever i try to import the package i get Error while importing package: Package has unknown format UnityEditor.AssetStoreContext:OpenPackage(String)
    I have tried to email you guys a couple of times but no reply, can you help.
     
  44. beffio

    beffio

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    Try to check out documentation. At the moment we don't have any video that shows full potential of our shaders. We're working on new update with Advanced PBR Car Paint Shaders & in that update we'll explain really detailed each shader.

    I have contact with you. You are using old version of Unity.
     
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  45. hakankaraduman

    hakankaraduman

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    Hi Beffio, I want to use it on mobile with reflection probes. Your shaders use cubemap for reflection and I read from unity manual that

    "A Reflection Probe is rather like a camera that captures a spherical view of its surroundings in all directions. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. "

    So my question is, how do I find those created baked cubemaps, and put it in the material slot, according to the car's position in scene. To make it detect the nearest reflection probe automatically.

    Or is it possible to change the shader to support reflection probes itself.

    Because it's not useful when you have a dynamic car object in the game and just has a static reflection with the cubemap provided in the shader slot. Thanks
     
    Last edited: Nov 2, 2015
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  46. rastinrastini

    rastinrastini

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    Hi All
    can i rotate cube map of car when my car are moving?
    Thankful.
     
  47. rastinrastini

    rastinrastini

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    hi why dont answer to forum questions?
     
  48. beffio

    beffio

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    You should use our PBR shader to make it work. It should catch all reflections probes automatically - if your material reflection settings are similar to our presets. Also check out that in Lightning settings your reflection parameter is on 1. If you would like to have real time reflections or control this reflection probes you should check out this content:


    http://docs.unity3d.com/Manual/class-ReflectionProbe.html

    Our Standard Car Paint Shaders (not pbr) does not support reflection & reflection probes. Light & reflection is faked there to speed up performance on mobiles. (real time reflections are not recommended on mobiles). We're working on new update which will include parameter to fake moving this reflection while your car is moving.

    At the moment no. We're working on update to add this feature.

    Sorry for delay.

    Cheers,
    beffio team.
     
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  49. blamejane

    blamejane

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    I'm starting a new unity app with this asset, and I'd really like to incorporate the exploding part animation on this project.

    I've looked at the documentation and I see there's an Exploding part editor script somewhere, but my asset only has exploding part manager and exploding part. I've added the exploding part manager to the root of my model and the exploding part to all of the child objects. Looks like I need to run the editor script to set the begin and end positions.

    I see in the tutorial video there's a Beffio menu item. My unity project doesn't have that menu item.

    UPDATE: I just checked the asset store lists package contents under Editor, there's supposed to be exploding part editor script. However when I download and import into unity, the import dialog does not list that script. The Editor directory only includes a sub-folder "ImageEffects".

    I'm on a mac, in case that's important.

    Help please.
     
    Last edited: Jan 7, 2016
  50. beffio

    beffio

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    Hi there,

    I have tested your situation in Unity 5.3.1 & in my project everything works fine. However I send you script to your e-mail so you can manually test what's the case. On the bottom I have attached part of code which is responsible where this asset in MainMenu will show.
     

    Attached Files: