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CORE-Framework with 100+ mobile ready shaders [RELEASED]

Discussion in 'Assets and Asset Store' started by echologin, Dec 8, 2012.

?

What version of Unity are you using ?

  1. 3.5.x

    19.0%
  2. 4.0

    6.1%
  3. 4.1

    78.0%
Multiple votes are allowed.
  1. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    $logo.png

    Ver 1.3 is OUT ( NEW LOWER PRICE UNTIL v2.0 IS OUT )

    The echoLogin CORE Framework was created by Scott Host, a professional game developer with over
    20 years experience creating hit titles like Raptor Call of Shadows(1994), Demonstar (1999, ZDNet
    shareware game of the year), and more recently Banana Bugs (PopCap, 2010). Designed from the ground
    up to jump start your projects, while keeping them fast and lean for Mobile and Desktop.

    Most competing shader packages use slower surface shaders. Ours are all hand optimized Vertex/Fragment shaders, which are tested and optimized extensively on many Mac's, PC's, Android and iOS Devices.

    what do you get?

    * 100+ super fast CG Vertex/Fragment shaders.
    * Customizable 6 light shader system.
    * Spotlight option that works with bumpmapping,
    - shadows and Beast lightmapping.
    * Shadow Tinting option.
    * GameObject outline and overlay system.
    * Pooling of GameObjects.
    * EchoFXEvent class with pre made effects.
    * Per-GameObject shader properties.
    * 14 Sample projects in C# and JS,
    * Everything works on mobile platforms !
    * A year of work you can add in a few minutes.
    * and more!

    CORE-Framework has 6 groups of shaders

    Additive
    Background
    Gui
    Emmisive
    Light
    Projector
    Transparent
    Unlit

    Some of the included shaders

    Ramp/Toon
    Bump-Mapped
    SpotLight/Flashlight option for all lit shaders
    Sun/Star
    Shield with up to 4 simultaneous hits
    Dissolve
    Dissolve with burn
    Planet rimlit ( with atmosphere )
    Water
    Flag
    Ripple
    Reflective

    Why use it?

    • Perfect starting point for a new project or add to an existing project
    • Do complex shader or object effects with one function call
    • A collection of fast shaders that are perfect for mobile
    • Priced for Indies, but enhances all projects from unity free to unity pro
    • More consistent frame rates among all mobile devices
    • Get your project done faster
    • 1 year of work and over 20 years of experience for one low price

    Requirements

    • Open GL ES 2.0 on mobile.
    • Forward rendering path for lit shaders.
    • Unity 3.5.0 - 4.2

    Space Demo - webplayer

    6 Light Demo ( shows spotlight option )

    Ramp/Toon Demo

    Highlighting Outline/Overlay Demo - webplayer

    Check out screenshots on asset store for more info on what framework is:
    Asset Store Link

    ================================================== ============
    IF UPGRADING FROM PREVIOUS VERSION READ THIS 1ST, There have been lots of changes !!
    ================================================== ============
    Core Framework 1.2 Readme

    Tutorial videos coming soon !

    Screen Shot of NEW Lighting options for LIT Shaders.
    $screenshot8.png

    EchoGameObject
    $screenshot7.png

    Some tips for speed and usage:


    1) If an object only needs Beast light-mapping use the unlit shaders. ( unlit, transparent and SelfIllum all work with Beast )
    2) If you need Beast light-mapping + any real-time lights then use lit shaders with Beast Light-mapping added.
    3) If you just need light-probes to affect objects only check "Use Light Probes."
    ( can also check light-probes with any combination of the realtime lights )
    4) If your using only my shaders, and not using real-time shadows, uncheck the Use Unity Lights option.
    ( This could save some cpu, by not letting unity process lights its way )
    5) In Quality settings set pixel lights to 0
    6) You only need to add the _EchoCoreManager if you are using...
    -----a) Light shaders
    -----b) EchoFXEvent class
    -----c) EchoGameObject class
    7) Checking "Double Light in Frag" option will make shaders match non core shaders light intensity.
    ( but will add one multiply per pixel, so turning it off can be faster )

    NOTE: You do not need to add the EchoGameObject class to anything to use shaders, this is only
    for the added effects and functionality.

    * The Main Directional and Main Point are meant to always be on. and should be marked as important or auto
    * To use the 4 extra lights check as many lights as you want as "Unimportant" then my system will take the
    4 closest to camera. ( Might want to adjust the look ahead options so it picks more lights in front of camera )
    * If your pooling or instantiating lights, add the EchoLight.cs script to the base prefab.

    Only check options you need, each added light will add some overhead, but it is possible to use all lights
    at once on mobile devices.

    Video #1 Lighting system


    Video #2 - How to use the Outline and Overlay system.


    Video #3 - How to do PerObject shader effects using EchoGameObject and EchoFXEvent classes.


    Video #4 - Object Pooling
     
    Last edited: Feb 19, 2014
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    23,851
    We use the power of this framework in The Other Brothers and plan to use it in future projects. I cannot recommend this hard enough - if your mobile game is slow in any way, you need this NOW. Also, I am using it in our desktop stuff as well because they're cross platform shaders and the extra speed allows us to have much higher detailed worlds than we would normally.

    Props to Echologin for an awesome framework, truely fast stuff. I guess price will go up soon since it works out less than a dollar per shader.
     
    Last edited: Dec 8, 2012
    twobob likes this.
  3. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    1,991
    Can you PM me a list of what works on Basic and what doesn't , it really looks amazing !
     
  4. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    It works fully on free unity through pro!
     
  5. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,543
    Are u able to provide example of performance increase? Maybe an apk to compare?
     
  6. rextr09

    rextr09

    Joined:
    Dec 22, 2011
    Posts:
    416
    Hi, my game has lots of trees in it and I use "Unlit/Transparent Cutout" or "Mobile/Particles/Vertexlit Blended" for the leafs.
    So, is there anything in this framework that I can use to optimize the game performance without loosing any quality? Thanks.
     
  7. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    1,743
    + 1 for trees performance increase
     
  8. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
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    Do any of these shaders support lightmaps?
     
  9. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    Do you mean make 2 apk's one with unity shaders and one with mine ?
     
  10. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    Here is a cutout shader for free ( unlit ) so you can compare, I also just made a lit one for next update of framework.

    Shaders that work with Unity's light-mapping will be in next update.

    Code (csharp):
    1.  
    2. Obsolete - shader removed
    3.  
     
    Last edited: Sep 30, 2013
  11. rextr09

    rextr09

    Joined:
    Dec 22, 2011
    Posts:
    416
    Thanks, I will try it now.

    Edit:

    I have tried and here are the results:

    1-Unlit/Transparent : 34 fps (but does not show some of the leafs)
    2-Echo: 29.8 fps
    3-Mobile/Particles/Alpha Blended : 24.5 fps
    4-Mobile/Particles/Vertexlit Blended : 23.3 fps

    The results are from an iPod Touch 4th gen. The scene has 1 directional light.

    Test scene:
     
    Last edited: Dec 8, 2012
  12. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,543
    Yes, or someway for us to see the performance difference.
     
  13. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    I will make a simple comparison demo.

    EDIT:

    Made a comparison demo, but all my devices are at my office ( along with my android/ios licenced unity's ) and I can not go there for a day or two ( in process of moving and unpacking )

    Its a bit of a hard test there are not many shaders that are exactly the same between Uniity's and mine.
     
    Last edited: Dec 10, 2012
  14. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,036
    Can you elaborate on what that means exactly for the current version?
     
  15. derkoi

    derkoi

    Joined:
    Jul 3, 2012
    Posts:
    1,945
    +1

    I have a scene that's lightmapped, would it now work? If not, is there an ETA on the update? :)

    Edit: I saw the demo bought it. SOLD!
     
    Last edited: Dec 11, 2012
  16. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    There are no beast lightmapped shaders in current verison. I am working on them right now, and open to suggestions of what kind people need.


    NOTE: There is a lightmap shader in framework now, where you use alpha channel for lightmap, but that does not work with beast.
     
    Last edited: Dec 11, 2012
  17. grimmgames

    grimmgames

    Joined:
    Jan 11, 2011
    Posts:
    44
    This package seems very interesting to me. It looks like the shaders alone will increase the performance of our upcoming ios game. When you mention Per Object Shader Properties, what is the actual benefit I will see?
     
  18. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    For mobile, the shaders are way faster then unity's default, they do way less in frag part of shader.

    Per Object Shader properties will let any number of objects have different shader properties using same material.

    For Example:

    Most "Dissolve" shaders force you to have a new dissolve material on each object that will have this effect.
    ( or they would all dissolve at same time )

    Using my framework you can set the dissolve amount for that object w/o having to make a new material.
     
    Last edited: Dec 15, 2012
  19. Thomas-Pasieka

    Thomas-Pasieka

    Moderator

    Joined:
    Sep 19, 2005
    Posts:
    2,088
    Thumbs up for your very cool space demo! Actually brought back memories of the golden Amiga days ;) Excellent stuff here and recommended!


    Thomas P.
     
  20. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    yeah them Amiga and c64 days where nothing short of magic!
     
    jason-fisher likes this.
  21. grimmgames

    grimmgames

    Joined:
    Jan 11, 2011
    Posts:
    44
    This all sounds great. 40 bucks seems like a steal to me, so consider it sold as soon as I get in to work tomorrow.
     
  22. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    Id like to thank all the people who bought the CORE Framework so far. If any of you have any questions, bug reports or suggestions do not hesitate to contact us: CORE Support Link
     
  23. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    1,743
    I use the following shaders a lot and would love to get faster versions.

    Unlit lightmapped ( more than one texture slot ) for terrain and static objects.
    Directional light only Lightmapped
    Alpha blended
    Vertex lit
    Mobile particles Additive.
    Transparent cut out.
     
  24. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
    939
    Alpha blended-Vertex lit-Mobile particles Additive. << all those are in version 1.0

    Transparent cutout << there is a free shader like this on page 1 of this post

    The light-mapped shaders will be in v1.1, I added light-mapping to every shader where its feasible.

    Im sure I can fit a terrain texture shader also into 1.1 release

    If you buy v1.0 just email me with invoice # and i can send beta's of v1.1 ( 1.1 is almost done )
     
  25. Hoegbo

    Hoegbo

    Joined:
    Jan 21, 2012
    Posts:
    62
    Thank you for this framework !
    This is easily one of the best things for mobile developers in unity.
     
  26. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    1,743
    Are there any transparent shaders alpha blended? how is the performance on iOS?
    My target platform is OpenGL ES2 on iOS, I'm trying to get maximum frame rates and I'm currently using unity mobile shaders, your shaders should be faster right? Thanks I'm about to buy this asset.
     
  27. derkoi

    derkoi

    Joined:
    Jul 3, 2012
    Posts:
    1,945
    I'd just like to add that the support received from echologin is superb. :)
     
  28. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
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    Is there also going to be a bump mapped shader that supports light maps? or is this combination not possible? Thanks!
     
  29. echologin

    echologin

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    Apr 11, 2010
    Posts:
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    Thanks derkoi !

    Im pretty sure its possible ( I cant think of one reason its not possible ), Ive been toying around with different ideas to make a fast mobile bumped mapped shader.

    EDIT: i just noticed you said light-mapped + bumpmap, if the light is not moving it would be better to draw the texture the way you want light to look and use a fast shader, because light never changes
     
    Last edited: Jan 11, 2013
  30. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,249
    Just starting to play Ravensword2 on the ipad and hope that your shaders can give me some features i see there.
    Please look here http://www.youtube.com/watch?v=_EI0s_P_4g0 on the 10th second on the player figure.
    Can i i.e. archive this shinyness of the metal or the kind of normal or bumpmap on the player with your shaders on ios?
     
  31. echologin

    echologin

    Joined:
    Apr 11, 2010
    Posts:
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    Right now there is specular and reflective, and the reflective one you can make more or less shiny in parts by altering alpha channel ( 1.0 = full reflect, 0 = none )

    I will be adding bump maped shaders in a future update
     
  32. Muckel

    Muckel

    Joined:
    Mar 26, 2009
    Posts:
    422
    Hello,
    great stuff!!
    i'm looking for a Underwater Shader that can replace Fog for Mobile Devices...
    I can't use Fog because of performance on Mobile...
    any chance ?

    many thxxx
     
  33. Zozo2099

    Zozo2099

    Joined:
    Jul 15, 2012
    Posts:
    478
    Please can I know if it is compatible with Unity 4?
     
  34. echologin

    echologin

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    I do not have an underwater shader now, but ill add it to the " to do" list, I could probably even make things distort a bit

    When you use water do you use unity light-mapping or a realtime light ?
     
  35. echologin

    echologin

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    yes it works with Unity 3.5.0 through 4.0
     
  36. bandingyue

    bandingyue

    Joined:
    Nov 25, 2011
    Posts:
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    hello echologin .

    I watched the web demo.

    readlly great!

    But before buying I still wonder is it can running smoothly in my ipod touch 4G.

    cound you please provide a ipa for me to install?
     
  37. echologin

    echologin

    Joined:
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    Sure I "cound" :), will have to be after new years though, I wont be back at office until Tuesday.
     
  38. Muckel

    Muckel

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    Mar 26, 2009
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    Realtime Light :)
    many thxxxx
    awesome.....
     
  39. n8

    n8

    Joined:
    Mar 4, 2010
    Posts:
    147
    Haven't purchased yet, but very much interested. I am currently using the toon shaders for my projects (specifically the outlined toon). I understand that the toon outlined shader is inherently "non-mobile", but was wondering if this was something that could possibly be added in the future? thanks in advance!
     
  40. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
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    Is it possible to make one shader that has all the properties of all the shaders but only uses the ones that are requested?

    What I'm thinking about is a super shader that can do a lot with many texture slots that can be assigned to the models, that would be a way to keep the draw calls to a minimum, a bit like the shader used in the butterfly effect but then optimised for mobile.

    http://blogs.unity3d.com/2012/11/07/the-butterfly-effect-project/
     
    Last edited: Jan 3, 2013
  41. echologin

    echologin

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    I do not have any toon shaders in v1.0. but I do have an experimental one, and see no reason why it would be bad on mobile.

    Do you have any pictures of the cartoon effect your looking for ?
     
  42. echologin

    echologin

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    It sounds possible but that would take some time, and lots of experimenting. ill see down the road that is an interesting idea.
     
  43. RandAlThor

    RandAlThor

    Joined:
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    Are the bump mapped shaders coming?
     
  44. echologin

    echologin

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    Yeah soon im a bit behind due to holidays and moving to new place at same time. ( last few weeks have been crazy )
     
  45. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    3,956
    Hey there, Echologin...

    Sorry to hijack your thread, but I was sent here by hippocoder, to check out your shaders, and heard that you are really good at it and that they are fast... I don't know if you would be able to fulfill a request, but for more detail, send me a pm... awesome work by the way...
     
  46. echologin

    echologin

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    v1.1 coming soon just going to beta test over weekend

    v1.1 has
    lightprobe option for all lit shaders
    realtime shadows for all lit shaders
    unity lightmapping on all fullbright/unlit shaders
    unity lightmapping on all transparent shaders ( will even cast correct color through transparency )
    better looking lit flag shader ( has shading on ripples now )
    mobile ready bumpmaped ( normal mapped ) shader
    blended cell animation shader + easy way to control it in framework
    better cutout shaders
    more then 50 shaders now!
    Fixed "fix scale" bug in framework

    If you purchased it already just email or PM me with invoice # and i can send you a beta as soon as its ready
    ( which should be sometime later today )
     
    Last edited: Jan 11, 2013
  47. Lars-Steenhoff

    Lars-Steenhoff

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    Wow great update !!
     
  48. echologin

    echologin

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    Still beta testing v1.1, sorry for delay ( had the flu for a week ) will be submitted soon
     
  49. Lars-Steenhoff

    Lars-Steenhoff

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    Can you tell me which shader uses alpha blending for maximum performance on transparent objects on iOS devices with the power vr architecture?

    I need something for flowers and trees thats fast.
     
  50. Lars-Steenhoff

    Lars-Steenhoff

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    Is there also a transparent shader that support light probes? I would like to use that for flying birds, to have transparent wings that react to light probes when flying around different places.