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► Curved World 2 ◄

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

  1. Arkhivrag

    Arkhivrag

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    Curved World works with multiple cameras.

    That's camera job (Culling Mask option).



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  2. NGC6543

    NGC6543

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    Hi @Arkhivrag, I've encountered this weird phenomenon in your shader.

    textures are popping and I think lighting might be the problem.
    At first I thought texture mip map setting caused the problem, but non of my textures used mip map.
    I changed the UVs of those quads(uv rect size 0.05). And I increased it to 0.5 but the problem still occurs.
    What do you think?
     
  3. arkon

    arkon

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    I too got strange results but the following gets it stable. Not sure which step is the crucial one though.
    1) make sure you have pressed build to light map the scene.
    2) Any meshes you use check the model importer settings and make normals 'Calculated' and Tangents 'Calculated Legacy'
     
  4. NGC6543

    NGC6543

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    Thanks for your advice @arkon, but..
    1. Those quad aren't static, so I can't bake a lightmap.
    2. I created those quads by modifying the Unity Qaud mesh through a script I wrote. And I change nothing but mesh.uv

    -------------------------------------
    I've solved the problem by changing bend bias.
     
    Last edited: Jun 29, 2016
  5. Aohajin

    Aohajin

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    hey Arkhivrag

    thank you so much for your awesome CurvedWorld.

    it works perfect for my project :)

    only one problem:

    We are using some 2D screen shake effect, which overrides the projection matrix to simulate screen shaking effect instead of just shaking the camera. sort of less dazzling :)

    like:
    Code (CSharp):
    1. float frustrumHeight = 2 * camera.nearClipPlane * Mathf.Tan(camera.fieldOfView * 0.5f * Mathf.Deg2Rad);
    2. float frustrumWidth = frustrumHeight * camera.aspect;
    3. Matrix4x4 mat = camera.projectionMatrix;
    4. mat[0, 2] = 2 * xOffset / frustrumWidth;
    5. mat[1, 2] = 2 * yOffset / frustrumHeight;
    6. camera.projectionMatrix = mat;
    but after the shaking, the eagle eye script on my camera loses its function, our edging meshes disappear :(

    I've tried to store/restore camera.projectionMatrix, but it was not working either.
     
    Last edited: Jun 30, 2016
  6. Arkhivrag

    Arkhivrag

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    Check PM.



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  7. NGC6543

    NGC6543

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    Hi, I've encountered this weird lighting issue.

    Left model uses Unity's Standard shader, and right one uses Curved World/U5 Standard/Standard shader.
    It seems like a normal or tangent issue, but the model has no problem. The Unity's default Standard Shader renders it correctly. The defect occurs if the curved world controller is enabled or not.
    ------------------------------------------------------------------------------------------
    I asked the character artist who created this model and those lines are texture UV edges.
     
    Last edited: Jul 12, 2016
  8. Arkhivrag

    Arkhivrag

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    Can you send model to vacuumshaders@gmail.com with Curved World purchase invoice?



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  9. NGC6543

    NGC6543

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  10. Skartemka

    Skartemka

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    Dear developers, we want to ask you about some specifics of your shader. The task is to give a person an opportunity to tap the object which is under shaders curve. If we curve the geometry it will visually change its place but the Collider won't... So to tap the object you have to tap different place in the screen. How can we solve this problem? Thank you
     
  11. Arkhivrag

    Arkhivrag

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    Colliders can not be modified with Curved World shader.
    Use Follow script for 'non shaded' objects, check 3. Little Planet (Follow script) scene.



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  12. daville

    daville

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    Hi, Any idea on how to make compatible Curved World with ShaderForge ?
     
  13. khos85

    khos85

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    Hi, could you confirm if this wonderful plugin will work with Unity ver 5.4? I hope yes before I splash my cash :)
     
  14. jaraen

    jaraen

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    Hi,

    I recently bought CurvedWorld shader, I can only say that it's absolutely amazing! I'm trying to figure out how to use with Kvant renderers, in particular with KvantTunnel. Is there any example scene or could you give some instructions on how use together?

    Thanks!
     
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  15. Arkhivrag

    Arkhivrag

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    Confirm.

    Import Bonus shaders package from Curved World settings window.



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  16. Nekotika

    Nekotika

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    Hi! I'm curious about if this effect can be done with this shader:

     
  17. Arkhivrag

    Arkhivrag

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    In Curved World bending effects it's under Cylindrical Tower effect.

    It has horizontal and vertical axis bending controllers (in gif example only vertical axis is bending).

    It is equivalent to Little Planet effect, but for side scroller type games.



    Note:
    Effect may be not exactly the same as in your example video.



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    Last edited: Aug 22, 2016
  18. lachlan_orton

    lachlan_orton

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    Hey, I have a question

    I'm trying to make an endless runner where the player doesn't just go straight, but actually goes around s sphere (and keeps the endless runner thing going). Will your asset Curvy World make me able to achieve this?

    Thanks! :)
     
  19. Arkhivrag

    Arkhivrag

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    Yes - Little Planet effect




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  20. khos

    khos

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    Hi Arkhivrag , I just purchased your amazing looking asset, but testing this with the current version of Unity I am having some issues: As soon as I assign any of the Vacuum shaders to my objects they disappear from the scene? I probably do not know what I am doing, do you have any advice to this? Thanks.
     
  21. NeoKuro

    NeoKuro

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    I'm making a space game, and I'm hoping to include seamless (more or less) transition between space and planets. My question is, what would it look like if I was X distance away from a planet/object, and got closer? (IE I was able to see the entirety of the object, and zoomed in - would it look spherical/circular from afar, or would it looks like a cube/plane?)
     
  22. Arkhivrag

    Arkhivrag

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    May be Curved World controller just has big bending values? Begin setting up scene with 0 bending values.
    Or may be object goes out of camera view? Check ReadMe file, page 7.



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  23. Arkhivrag

    Arkhivrag

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    Something like this?




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  24. R1PFake

    R1PFake

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    Hello, does this effect work with VR? Im working on a HTC VIVE game and think this effect would be kinda cool, but not sure if it would work in VR because they don't have the default camera, im using the steam vr prefab camera rig
     
  25. khos

    khos

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    It is a large scene with many objects, I have managed to get some objects to show but they when I change the bending values they are not bending well at all... it seems you have to change each and every object to use your shader, this can be cumbersome in a large scene! Is no quick way to set this up?
    Then on another project after some tinkering I can get the asset to work well.
     
  26. Rowlan

    Rowlan

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    Is the realistic looking city included in the asset's demos? If not, where can I get it? I'd like to make an inception like 1-minute experience with your asset and that city.
     
  27. Arkhivrag

    Arkhivrag

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    It workes in Unity 5.3, tested on Oculus Rift and Samsung Gear.
    Currently have no devices to test it in Unity 5.4

    Curved World is per-mesh material shader effect (written in description), you will have to apply it to every object.
    To speed up shader changing package includes Scene Shader Overview tool (Menu / VacuumShaders / ...).

    Cartoon Town and Farm by Manufactura K4.

    Note:
    Curved World bends mesh along Parabola not circle:


    You can not achieve closed circle bend effect, but you can achieve 'half closed' by parabola:




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  28. lachlan_orton

    lachlan_orton

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    @Arkhivrag
    Thanks for that. But I was wanting something more like the 'Classic Runner' style. For the second example GIF, is it possible to make it just go in the left direction and make it loop around an object but keep an endless runner mechanic working?
    Developing with Unity 5.
     
  29. Arkhivrag

    Arkhivrag

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    Yes, of course.




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  30. khos

    khos

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    @Arkhivrag Thanks for your reply, you mention:
    "To speed up shader changing package includes Scene Shader Overview tool (Menu / VacuumShaders / ...)."
    I am not very clear on how to use that tool, if I select "Import", what does this actually do? does it overwrite the e.g. U5 Standard shader? I might be stupid but I am not understanding what that tool is used for, could clarify this a bit for me please?
     
  31. Arkhivrag

    Arkhivrag

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    It displays shaders used in current scene, and its for shader changing for group of materials.



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  32. R1PFake

    R1PFake

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    Okay i hope it works, i just bought the pack but i won't have time to test it in VR in the next few, days but i just made a new scene to play with the example scenes and it looks like there is a problem with the little planet setting (Unity 5.4) Example Scenes 2 and 3, i changed the bend type to LittlePlanet and first it looks good but was soon as the character starts moving it starts to look weird its like a "shaking" effect and doesn't stop, the other example scenes seem to work. Is this a Unity 5.4 problem? The Planet effect was the main reason why i wanted the pack :(
     
  33. Arkhivrag

    Arkhivrag

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    I am not aware about such problem, may be its character controller problem (it's Unity demo). At my side no shaking in 5.4.
    If it is shader problem then all effects would behave the same way.




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  34. jaraen

    jaraen

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    Thanks, I appreciate your support. I actually got it working and it's amazing :). However, seems that the line material is not correctly blended (see the screenshot). I understand that you don't give support others shaders, but any idea why it would happen or how to solve it?

    Just to be sure, tunnel material is using the shader kvant/tunnel/surface and I imported the Bonus shaders package

    Thanks a lot,
    Javier
     

    Attached Files:

  35. jaraen

    jaraen

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    One more question. I've started using it in a VR environment with the GoogleVR cardboard SDK. The issue I found is that the reticle (the "eyehole" used to point things while wearing the glasses) does not detect correctly blended meshes. Seems that it detects the object in the position it would be if it was not blended..

    I've read some answers about this by people using the mouse and I've tried several things with no success. My items are using a Curved World shader and I have added the mesh bounds corrector script to each "detectable" object in scene. But if the world is blended in the X axis, the reticle detectes the object some pixels above or below (the more far away is the object, the more evident the error)

    I've tried also to modify the the reticle shader with no success. Any thought?


    This is how I changed the GvrReticle shader, if it helps:

    Code (CSharp):
    1. // Copyright 2015 Google Inc. All rights reserved.
    2. //
    3. // Licensed under the Apache License, Version 2.0 (the "License");
    4. // you may not use this file except in compliance with the License.
    5. // You may obtain a copy of the License at
    6. //
    7. //     http://www.apache.org/licenses/LICENSE-2.0
    8. //
    9. // Unless required by applicable law or agreed to in writing, software
    10. // distributed under the License is distributed on an "AS IS" BASIS,
    11. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    12. // See the License for the specific language governing permissions and
    13. // limitations under the License.
    14. Shader "GoogleVR/ReticleCurved" {
    15.   Properties {
    16.     _Color  ("Color", Color) = ( 1, 1, 1, 1 )
    17.     _InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5
    18.     _OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0
    19.     _DistanceInMeters ("DistanceInMeters", Range(0.0, 100.0)) = 2.0
    20.   }
    21.  
    22.   SubShader {
    23.     Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="CurvedWorld_Opaque"  }
    24.     Pass {
    25.       Blend SrcAlpha OneMinusSrcAlpha
    26.       AlphaTest Off
    27.       Cull Back
    28.       Lighting Off
    29.       ZWrite Off
    30.       ZTest Always
    31.  
    32.       Fog { Mode Off }
    33.       CGPROGRAM
    34.  
    35.       #pragma vertex vert
    36.       #pragma fragment frag
    37.  
    38.       #include "UnityCG.cginc"
    39.       #include "Assets/VacuumShaders/Curved World/Shaders/cginc/CurvedWorld_Base.cginc"
    40.  
    41.       uniform float4 _Color;
    42.       uniform float _InnerDiameter;
    43.       uniform float _OuterDiameter;
    44.       uniform float _DistanceInMeters;
    45.  
    46.       struct vertexInput {
    47.         float4 vertex : POSITION;
    48.       };
    49.  
    50.       struct fragmentInput{
    51.           float4 position : SV_POSITION;
    52.       };
    53.  
    54.       fragmentInput vert(vertexInput i) {
    55.         float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
    56.  
    57.         float4 vert_out = float4(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters, 1.0);
    58.  
    59.         //CurvedWorld vertex transform
    60.         V_CW_TransformPoint(vert_out);
    61.  
    62.         fragmentInput o;
    63.         o.position = mul (UNITY_MATRIX_MVP, vert_out);
    64.  
    65.         return o;
    66.       }
    67.  
    68.       fixed4 frag(fragmentInput i) : SV_Target {
    69.         fixed4 ret = _Color;
    70.         return ret;
    71.       }
    72.  
    73.       ENDCG
    74.     }
    75.   }
    76. }
     
    Last edited: Aug 25, 2016
  36. Cartoon-Mania

    Cartoon-Mania

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    2.x have improved performance than the 1.0?
     
  37. Arkhivrag

    Arkhivrag

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    Bonus package includes both KvantTunnel shaders: Surface and Line.

    If you need mesh detection, do not use Curved World shader, but modify its position by Follow script.
    Check 3. Little Planet (Follow script) example scene and how 'non Curved World' objects and point lights positions are updated.



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  38. Arkhivrag

    Arkhivrag

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    1.x was for Unity 4 (not supported any more)
    2.x is for Unity 5
    1.x and 2.x are not comparable, they are completely different assets.



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  39. virtueone

    virtueone

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    Hi Arkhivrag, I'm confused, in some posts you've said its not possible to make a 360 continuous planet, but then you've also posted this in response...

    Can you clarify what the example above is actually showing and whether or not its included in this package?

    Thanks ;)
     
  40. khos

    khos

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    Hi, I have small issue, one of my games I use your Flow asset for rivers, but that prevents me from upgrading to Unity 5.x as it is not working in that version.. now I also want to use curved world in that game but that does not work in Unity 4.6.x.. so I am slightly stuck, I cannot have the best of both in one Unity version :) Any tips, maybe would you be willing to share the version 1 of curved world, do I understand that would be compatible with 4.6? Thanks.
     
  41. Arkhivrag

    Arkhivrag

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    It's just a plane, bending with Little Planet effect.
    You can not do 360° rotation (only if use some kind of portal).




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  42. Arkhivrag

    Arkhivrag

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    Flow is not Unity 5 ready, it's Unity 4 asset.
    Curved World 1.x for Unity 4 is not available either.



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  43. RichyK

    RichyK

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    Hi,

    How do I change my terrain shader so it uses the Curved World terrain shader? I've imported the shader but I can see no way of telling Unity to use that shader.

    Richard
     
  44. R1PFake

    R1PFake

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    Hello, i have 2 questions:

    Is there a good way to handle raycasting with these effects? For example if i use the little planet effect and want to make a shooter game, i would raycast where the player aims to check if the target was hit, but this doesn't work because the "real" word is still flat and the player would aim at the "wrong" position, is there a way to raycast at the "curved" position or should i not use the pack for this type of games?

    And the other Question: does anyone use this shader with the Isometric Pack https://www.assetstore.unity3d.com/en/#!/content/62262 ? I wanted to combine the packs but the Isometric Pack useses custom shaders with two textures for everything i have zero experience with shader coding, i tried the custom shader tutorial/pdf from the curved world but didn't manage to get the isometric pack shader to work, either it doesn't work to combine both packs/shaders or i just did it wrong (I guess i just did it wrong because i have zero experience with shader coding) does anyone use the pack and could help me please?
     
  45. Arkhivrag

    Arkhivrag

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    Terrain Settings > Material > Custom. Use material with Curved World Terrain shader.



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  46. Arkhivrag

    Arkhivrag

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    If you need object picking using raycast do not use Curved World shader, instead update
    theirs position from script.
    Check 3. Little Planet (Follow script) example scene where sphere colliders and point lights position are updated using Follow script.



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  47. Bentoon

    Bentoon

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    Hello, I'm using Unity 5.4
    And getting this error in console:
    Assets/VacuumShaders/Curved World/Example Scenes/2. Little Planet (Nightmare)/Scripts/Scripts/Player/PlayerShooting.cs(2,7): error CS0246: The type or namespace name `UnitySampleAssets' could not be found. Are you missing a using directive or an assembly reference?


    I have the standard Assets Package and the Cross platform input package installed
    The Line of code giving the error is:
    usingUnitySampleAssets.CrossPlatformInput;

    Thanks
    ~be
     
  48. virtueone

    virtueone

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    Hi Arkhivrag, thanks for your response. I bought the asset today and I am impressed!
    I was able to integrate it into an existing project without much difficulty. Here's a preview:
    :D
     
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  49. Arkhivrag

    Arkhivrag

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    Nightmare example scene is Unity Survival Shooter asset, seams you are using some of the same scripts in your project that conflicts with imported files.
    Try importing Curved World in empty project, or you can remove that files (it's just example scene and will not make any damage to Curved World).



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  50. mj321

    mj321

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    Hi. The company i work for just bought your asset and gave it to me to work with :)

    In Unity 5.4.0f3 the example scenes 4 and 5 show no bending effect
    In the very new 5.5.0b1 all shaders are pink.

    I'm missing a tutorial/documentation on how to integrate the effect into an already existing project.

    Does it work with VR?
     
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