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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

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    I have the latest unity5 beta ready ... this one fixes a problem with shadows ..

    v1.5 beta 3

    Just sent out links to those who msged me ...
     
  2. Meltdown

    Meltdown

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    @echologin

    Thanks for the beta 13 link.

    1.) I've added _EchoCoreManager prefab to my scene.
    2.) I added EchoGameObject component to all renderers in my scene.
    3.) After compiling shaders for the first time, I get the following errors in Unity 5.0.1p3..Platform is set to Android.

    NullReferenceException: Object reference not set to an instance of an object
    EchoGameObject.AddShaderProperty (UnityEngine.Material isharedMat, System.String sname) (at Assets/Plugins/EchoLogin/EchoGameObject.cs:1313)
    EchoGameObject.AddShaderPropertyVector4 (UnityEngine.Material isharedMat, System.String sname) (at Assets/Plugins/EchoLogin/EchoGameObject.cs:1369)
    EchoGameObject.InitShaderProperties (UnityEngine.Material[] imats) (at Assets/Plugins/EchoLogin/EchoGameObject.cs:1395)
    EchoGameObject.Init (UnityEngine.GameObject igo, Boolean ifixScale, Boolean iaddchildren, Boolean iactiveflag, Boolean irendererenabled) (at Assets/Plugins/EchoLogin/EchoGameObject.cs:376)
    EchoGameObject.Awake () (at Assets/Plugins/EchoLogin/EchoGameObject.cs:159)

    ----
    Shader error in 'echoLogin/Unlit/Reflective/CubeMap-Mask': variable 'v' used without having been completely initialized at line 101 (on d3d11)

    Compiling Vertex program with LIGHTMAP_ON
    ----
    Shader error in 'echoLogin/Unlit/00-test': Program 'vert', error X4571: vs_4_0 output limit (16) exceeded, shader uses 134 outputs. (on d3d11)

    Compiling Vertex program with LIGHTMAP_ON
    -----
    Shader error in 'echoLogin/Unlit/Reflective/CubeMap': variable 'v' used without having been completely initialized at line 105 (on d3d11)
    Compiling Vertex program with LIGHTMAP_ON
    -----


    Just a bug that I picked up...

    If I have EchoCoreObject component on a gameObject that has a MeshRenderer component, but the MeshRenderer is disabled, I will get the following when I run the game...


    NullReferenceException: Object reference not set to an instance of an object
    EchoGameObject.AddShaderProperty (UnityEngine.Material isharedMat, System.String sname) (at Assets/Plugins/EchoLogin/EchoGameObject.cs:1313)
    EchoGameObject.AddShaderPropertyVector4 (UnityEngine.Material isharedMat, System.String sname) (at Assets/Plugins/EchoLogin/EchoGameObject.cs:1369)
    EchoGameObject.InitShaderProperties (UnityEngine.Material[] imats) (at Assets/Plugins/EchoLogin/EchoGameObject.cs:1395)
    EchoGameObject.Init (UnityEngine.GameObject igo, Boolean ifixScale, Boolean iaddchildren, Boolean iactiveflag, Boolean irendererenabled) (at Assets/Plugins/EchoLogin/EchoGameObject.cs:376)
    EchoGameObject.Awake () (at Assets/Plugins/EchoLogin/EchoGameObject.cs:159)


    Are you supporting OpenGL ES 3.0? I see in your outdated looking docs you mention only support for 2.0.
     
  3. Meltdown

    Meltdown

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    Also objects set to bump mapped look very strange on Android devices. Here, my sand track looks more like a black track.

    bump_mapping.jpg

    This is what is should look like...

    regular.jpg

    Also I'm not seeing any framerate improvements from using EchoLogin on my Android device.
    It hovers around 26 FPS, same as the standard Mobile/Diffuse shaders.
     
    Last edited: May 20, 2015
    echologin likes this.
  4. echologin

    echologin

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    Only OpenGL 2.0 for now ... i have an updated beta i will send you link to . check PM msgs

    Also you should make sure your bottleneck is shaders .. if the bottleneck in game is something else you will not see a speed increase ...

    Does the track look right in editor and just looks wrong on device ?
     
    Last edited: May 20, 2015
  5. Meltdown

    Meltdown

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    Open GL 2.0 only for now is pretty much useless for me, considering all the devices that support 3.0 now.

    Yes, as you can see from the screenshots it looks fine in the editor, and on device it looks weird.
     
  6. twobob

    twobob

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    It looks to me a lot like like "a mesh that contains no Normals vertex data" would look.
    FWIW.

    Perhaps some notes on the SM2.0 "hard" texture counts for now would have value.

    And "For now" is just "for now", not "For ever" until he says "Forever" I would hold out hope
     
  7. twobob

    twobob

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    upload_2015-5-22_3-44-36.png

    blackness with the beta (and 5.0.2f1) on control textures. just so you know.
    Would be nice if you could support the popular vertex color packing of Mesh Materializer and PolyWorld (they pack the colors the same) for better cross-content creation options ;)
     
    Last edited: May 23, 2015
    hopeful likes this.
  8. RyuMaster

    RyuMaster

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    Thanks for the update! For some reason, I do not see lightmap for Bumpmapped shaders, works for others. I looked though the shader code, everything seems to be in order. Still, no lightmaps. I've tried all the settings in framework manager. I am the only one with this problem?

    One more thing. If I bake standard shader materials with emission, it shows fine for standard shader. For echo shaders, I can see shadow, but emission from the baked lightmap is gone. This is odd, I can see emission properly baked, wonder how could it not work with echo shaders.
     
    Last edited: May 24, 2015
  9. kriket

    kriket

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    any idea echologin as to when you will be able to get a complete update out for unity 5?
    I was going to buy but if it doesnt work with unity 5, its pretty redundant at this stage.
     
  10. DanTaylor

    DanTaylor

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    Hi there!
    Loving the Core Framework thus far - give a nice FPS boost to my game on iOS and Android!!!
    Quick question...

    I am seeing the following line in my log: EchoPoolManager:Awake()
    However, my project is not using the Echo Pool Manager (as I had already written my own).
    How do I disable the Echo Pool? Or better yet, remove it from my project entirely?

    Thanks,
    Dan
     
  11. WarpBubble

    WarpBubble

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    Has anyone managed to get the Light - Bumpmap textures working in Unity 5? I'm only seeing pink.
     
  12. puzzlekings

    puzzlekings

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    Does anyone know if this has a transparent shader that also casts shadows?

    cheers

    Nalin
     
  13. BES

    BES

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    This isn't Unity 5 ready yet? ... wondering because I still get this error when importing the asset:
    Unity Version 5.1.0f3 64bit

    is this how you fix it?
    Code (CSharp):
    1.           GameObject newgo = this.gameObject;
     
    Last edited: Jun 18, 2015
  14. ikemen_blueD

    ikemen_blueD

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    any plans on the new upgrade, since it was so long from the last update, April 2014 or something?
     
  15. echologin

    echologin

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    Im sorry im am so behind my dad went into hospital may 16th then died a month or so later .. things been crazy since ..

    i Sitll have the beta's if anyone needs them just PM me or add me to skype "echoLogin"
     
  16. hopeful

    hopeful

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    So sorry to hear it, Scott. It's been a tough year for you.
     
  17. ZJP

    ZJP

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    Indeed. :(
     
  18. ikemen_blueD

    ikemen_blueD

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    wow, that's such a bad news. So sorry to hear it also.
     
  19. echologin

    echologin

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    Thanks man . its almost crazy now my cousin died this last Saturday

    if i wasn't going through it myself i wouldn't believe all this
     
  20. theANMATOR2b

    theANMATOR2b

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    Condolences @echologin - so sorry for your loss.
     
  21. echologin

    echologin

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    Thanks
     
  22. twobob

    twobob

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    Would happily accept the beta.
    My thoughts to you.
     
  23. sygaki786

    sygaki786

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    Sorry to hear about the losses in your family. Please could you send me the beta. I am using Unity 5.3.0f4.

    Thanks.
     
  24. echologin

    echologin

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    I depreciated CORE framework ( gone off store )... if anyone wants latest version for unity 5 just PM me your order number.

    IM thinking about making just a shader pack ( no framework crap ) support pixel lighting ..
     
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  25. echologin

    echologin

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    Thanks
     
  26. echologin

    echologin

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    Thanks .. i sent link via PM
     
  27. freso

    freso

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    My condolences also.

    About the asset. I mostly use it for the speed shaders, so a shader pack would make sense.
    The Scroll_uv() method is pretty cool though, so maybe you could split the shaders from the framework stuff. I think that would make sense.

    I'm using 1.5-beta3 btw, is that the newest?
     
  28. echologin

    echologin

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    beta 9 is latest ... I depreciated core on store so if anyone wants latest just PM me
     
  29. twiggyash

    twiggyash

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    Hi, sorry to bother you, yesterday I sent you an email with invoce number. Could you send me too the beta 9 version please? Best regards.
     
  30. javier11om

    javier11om

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    Hey purchased your asset awhile back, and you accidentally sent me one of your other assets and told me I could keep it. Just wanted to drop by and say hope your doing well.
     
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  31. echologin

    echologin

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    Hey yeah doing great ... going to be releasing some new shaders in next few months that are better than anything core frame work did and easier to use
     
  32. echologin

    echologin

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    Hey I have a version of CORE that works with unity 2017
    Anyone can use it for Free if they want now...

    Here is link COREFrameWork

    it is the full package with source and demos...

    any bugs post here or send me a PM

    I am going to put it up on GITHUB soon
     
    Last edited: Jan 30, 2018
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  33. hippocoder

    hippocoder

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    upload_2018-1-30_1-54-46.png
     
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  34. echologin

    echologin

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    Last edited: Jan 30, 2018
  35. hippocoder

    hippocoder

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    That's why he is saying it wrong, as a protest against his protest.
     
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  36. zKici

    zKici

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    Echo whats the latest news? :)

    I've been following you since you deprecated and dealt with your personal life, hope everything is picking up.
     
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  37. echologin

    echologin

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    Hi, yeah all good now ... Thanks for asking ...

    I been working on a replacement/sequel for Core Framework for almost a year now and its almost done
    ( don't want to say any more about it until its ready )
     
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  38. zKici

    zKici

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    Great news,

    Looking forward to it.
     
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  39. DanTaylor

    DanTaylor

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  40. echologin

    echologin

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    it can use vertex lights now... I guess I could add the option to read texture in vertex like that shader as well
    ill put that in my "to do" list
     
  41. DanTaylor

    DanTaylor

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    I am hyped - this could be perfect for our next project!!!
    Glad to here you are making a welcome return to the scene! <3
     
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  42. echologin

    echologin

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    My new shader is almost done --- almost 2 years in the making…
    made a simple youtube video using some free unity assets

    Just to tease you...

    Its one UBER UBER shader to rule them all !

    it does everything from PBR, Diffuse lighting to Unlit and effects and its fast for VR and Mobile

     
    Last edited: May 20, 2018
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  43. zKici

    zKici

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    Definitely looks promising
     
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  44. echologin

    echologin

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    Should be submitting it as a beta in next week
     
  45. zKici

    zKici

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    Will you revive your asset or will it be a completely new one?
     
  46. echologin

    echologin

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    I posted a download link for CORE its free now ( its in the comments somewhere )

    this is a totally new thing
     
    twobob likes this.
  47. twobob

    twobob

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    HI MAN!
    Hope you are well!!!

    As you know I am your oldest living fanboy.
    Can't wait man. really.
     
    echologin likes this.
  48. hippocoder

    hippocoder

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    It's kind of like a HDRP that works on everything.
     
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  49. echologin

    echologin

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    Works on unity 5.6 and up ...
    Has Up to 4 dir lights 16 point lights and 16 spotlights all in one pass .. and it don't need SRP
    Tho I am adding LW SRP support
     
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  50. echologin

    echologin

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    Yeah going good now just working and doing nothing else
     
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