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► Curved World ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Jul 28, 2015.

  1. Arkhivrag

    Arkhivrag

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    Should have already been released, but pushed to the end of June, due to asset complexity.



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  2. Onat-H

    Onat-H

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    Will HDRP be supportet through shadergraph at one point?
     
  3. Arkhivrag

    Arkhivrag

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    Yes.
    New Curved World has one node integration for ShaderGraph.
    Even multiple bend types cane be mixed.
    upload_2020-5-29_15-32-8.png



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  4. Onat-H

    Onat-H

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    Great, thank you!
     
  5. lyndontroy

    lyndontroy

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    Can I create a panorama, 180 degree GUI with Curved World?
     
  6. Arkhivrag

    Arkhivrag

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    Package includes TextMeshPro shaders and 180 degree mesh rotation can be achieved with Spiral bending effect.
    But I'll suggest to wait for the new Curved World asset. Planed release is end of June.



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  7. LTYE

    LTYE

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    Is there plans to make it compatible with URP?
     
  8. Arkhivrag

    Arkhivrag

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    Yes. New Curved World will be compatible with URP and HDRP.
    Planed release is by the end of June.



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  9. LTYE

    LTYE

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    This is excellent news :)
     
  10. dennisbruber

    dennisbruber

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    Hi, I'm currently making a game using Unity's Trash Dash but it does not have a curved shader that allows for vertex lighting. I'd really like a shader that curves but will also let me back vertex lighting into it. Does this package have a shader that would work for that? Also do you know if I could just add that shader to the project I already have built? Thank you in advance! :)
     
  11. Arkhivrag

    Arkhivrag

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    Curved World package includes vertex lit shaders.
    If those shaders are not enough, Curved World can be integrated into any shader (basic shader programing knowledge is required).



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  12. Arkhivrag

    Arkhivrag

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  13. Zilk

    Zilk

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    Looking forward to it!
     
  14. LTYE

    LTYE

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    Is latest release still planned to support URP? If so when is the possible release date? Thanks
     
  15. Arkhivrag

    Arkhivrag

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    Yes, both URP and HDRP.
    Almost finished. Submitting next week.



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  16. LTYE

    LTYE

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    Great thanks!
     
  17. Zilk

    Zilk

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    Awesome, then I might have time to squeeze it into my game that launches soon. Had it in but stopped working when I switched to URP. Seems like review time is about 2 weeks now for new assets, will this be an update or a new asset?
     
  18. Arkhivrag

    Arkhivrag

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    It will be a new asset and it is not compatible with the current one. Beside SRP, it supports multiple bend types to be used simultaneously even in one scene. Shader Graph and Amplify Editor support using just one node. And many other features.

    For customers who has purchased current Curved World, upgrade price will be just difference between of those two assets and no more.



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  19. Zilk

    Zilk

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    Sounds great, I was mostly curious on release timing since new assets take longer through asset review. I'll gladly pay for it :)
     
  20. savantedroid

    savantedroid

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    Hi, I am having a strange problem. When I change standard shader to CurvedWorld Standard all the details on the mesh disappear. No highlights no shadows. What is the thing I am doing wrong here?
    Screenshot 2020-07-10 at 11.33.35.png Screenshot 2020-07-10 at 11.41.17.png
     
  21. Arkhivrag

    Arkhivrag

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    Seems your mesh has no Tangents and calculated Curved World normal is incorrect.
    If you are generating mesh in run-time make sure it has Tangents too. Or if mesh is imported check its import settings to include them too.



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  22. Cell-i-Zenit

    Cell-i-Zenit

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    When can we expect curved world 2 for hdrp? (doesnt need to be precise)
     
  23. Arkhivrag

    Arkhivrag

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    Submitting tomorrow.



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  24. locbui

    locbui

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    Hi,
    Is there any update?
     
  25. LTYE

    LTYE

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    Hi was the new asst submitted on Monday? How long does approval usually take?
     
  26. Arkhivrag

    Arkhivrag

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    Working on new the Curved World is finished. Submitting package tomorrow.
    Needed more time than I expected.
    Doing some tiny polishing now.



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  27. korimako

    korimako

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    I have a curved world problem - where the shadow projector I am using grows larger than the animal it is attached to as it walks further into the bend. These two screenshots show an ant with a shadow (look closely - sorry). The shadow gets dramatically bigger relative to the ant as it crawls into the CW bend.

    Screen Shot 2020-07-17 at 9.47.24 AM.png
    Screen Shot 2020-07-17 at 9.48.00 AM.png

    I am using a shadow projector that uses curved world - I added an alpha control to one renderer. here are my renderers - slightly hacked versions of the examples you provided:
    Screen Shot 2020-07-17 at 9.50.40 AM.png

    Each projector hovers above the mesh of each animal:

    Screen Shot 2020-07-17 at 9.50.11 AM.png

    Do you have any idea why the shadow would get so much bigger than the animal?

    Thanks for any thoughts.
     
  28. dalbongyi

    dalbongyi

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    spiral.png


    my English is not very good. I hope you understand. I did some tests. Is it possible to implement a spiral curve in the direction of progress like an image? If it were to be implemented, I would be grateful if you could also tell me how to use these spiral curves and common classic runner shaders together in one scene.
     
  29. XyrisKenn

    XyrisKenn

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    Hello, very interesting! Is Curved World capable of creating a torus on negative Z axis, to create something like a science-fiction habitat ring? Could a player in VR look 'up' to see the other side of the ring?
    An example
     
  30. Arkhivrag

    Arkhivrag

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    Try updating position of a projector from script, for example, using Follow script as in example scenes.

    Such spirals is not available.
    Using several bend effects together will be possible in new Curved World asset.

    Yes (example), but you have to understand that your scene still will be "flat", even it is rendered as "closed ring". All your game logic, animations, path-finding will be calculated on that "flat" world.



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    Last edited: Jul 17, 2020
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  31. XyrisKenn

    XyrisKenn

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    [Yes (example), but you have to understand that your scene still will be "flat", even it is rendered as "closed ring". All your game logic, animations, path-finding will be calculated on that "flat" world.]

    Great, thank you. The flat 'original' model is a positive because gravity and interaction then remains simple to implement (as you've described in documentation). What attracted me to Curved World is this solution to what would otherwise become a complex problem. Intriguing!
     
  32. Arkhivrag

    Arkhivrag

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    I'd suggest to wait for the new Curved World. It is already submitted and in several days will be available.



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  33. korimako

    korimako

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    Thanks

    "Try updating position of a projector from script, for example, using Follow script as in example scenes."

    The projector is controlled by a script - but more importantly it is a child of the animal and moves with the animal - always in the same place relative to it, always point straight down from the same height.
     
  34. Arkhivrag

    Arkhivrag

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    You have to modify position of the Projector from script, for example using Follow script.
    ezgif.com-gif-maker.gif

    Projector consists of two parts 1) Projector source and 2) shader.

    Projector source is 'non-shader' object, like collider, point lights, etc. And for it to follow Curved World curvature you have to adjust its position manually from script.



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    Last edited: Jul 28, 2020
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  35. korimako

    korimako

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    I think I understand now - thank you, you are using:
    CurvedWorld_Controller.current.TransformPosition();
    CurvedWorld_Controller.current.TransformRotation();

    To adjust the position and rotation of the projector. I have done this but I noticed that when the projector goes below the surface being projected on - it disappears - I guess that is expected! You can see it on the furthest right position on the right image above - the circle disappears.

    I think I will handle this with a smaller FOV and position the shadow higher!
     
  36. Arkhivrag

    Arkhivrag

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    You can use Orthographic projection too. Just make sure Projector is high enough or it will be occluded by bent mesh.



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    Last edited: Jul 28, 2020
  37. LTYE

    LTYE

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    It looks like Curved World 2 with URP is availabel from tomorrow on the store! Great!
     
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  38. Arkhivrag

    Arkhivrag

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  39. Zilk

    Zilk

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    Awesome! Already purchased!
     
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  40. LTYE

    LTYE

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    After import of URP package all the demo scenes are missing textures and shaders are inaccessable? Is there an extra step needed to setup for URP?
     
  41. LTYE

    LTYE

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    Looks like there is some error in the shaders
     

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  42. LTYE

    LTYE

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    Fixed, I needed to update the URP to latest version
     
  43. Arkhivrag

    Arkhivrag

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    Yes, minimum required URP version is 7.4.1



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  44. atomicjoe

    atomicjoe

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    Hi there @Arkhivrag !
    What about mobile VR compatibility?
    Specifically Oculus Quest.
    I use custom surface shaders and Multiview VR rendering, which is single pass rendering for mobile.
    Also, does Curved World support shader GPU instancing without issues?
    Thanks :)
     
  45. WickedRabbitGames

    WickedRabbitGames

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    Hi Arkhivrag... I'm working on a third person scifi RPG and I'm wondering if you believe Curved World 2020 could help me construct environments to simulate the O'Neill Cylinder and Stanford Torus space habitats seen in the images below:


    I think the answer is probably yes, but I'd also like to know if there are particular challenges that I would face making it look good. Looking forward to your response!
     
    Last edited: Jul 29, 2020
  46. LTYE

    LTYE

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    I have a tricky stylised shader with outline that is proving difficult to add the curved scripts to. There doesnt seem to be anywhere to add the vertex transform code snippet? Ive successfully converted all my environment scripts but this is a bit different - any help is much appreciated!
     

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  47. Arkhivrag

    Arkhivrag

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    Curved World itself is not a shader. It is collection of the vertex bend methods. Those methods are injected into shader like vertex displace effect. If original shader supports all your required features, after adding Curved World vertex transformation those features will remain.
    Curved World asset includes all Unity basic built-in shaders with integrated vertex bend effects and you can use them, or if you are using custom shaders integrate Curved World into them.



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    Last edited: Jul 30, 2020
  48. Arkhivrag

    Arkhivrag

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    Here is city bending effect created by Curved World. It uses Spiral bend with 180° curvature, if you apply 360° it will end up the effect you are looking for.


    Note, your scene design still will be "flat". Curvature is just render effect and if your objects need to make 360° movement around O'Neill Cylinder, you have to manage it manually, how they will perform "jumping" from one connection edge to another.



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  49. Arkhivrag

    Arkhivrag

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    Vertex pass is describe in one of the included hlsl files. In this main shader file vertex stage name is defined by:
    Code (CSharp):
    1. #pragma vertex NAME
    Search NAME in included hlsl files and add Curved World transformation there.



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  50. Cell-i-Zenit

    Cell-i-Zenit

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    I brought the new 2020 version. The Vertex and Vertex + Normal Buttons are greyed out for Amplify Shader functions. I have Amplify Shader Editor installed. Anything iam doing wrong?
     
    Last edited: Jul 30, 2020