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Curved World (OLD) - Screen Space Curvature Shader

Discussion in 'Assets and Asset Store' started by Arkhivrag, Nov 20, 2014.

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  1. fidelsoto

    fidelsoto

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    This would be great in Unity 5. I will probably buy it as soon as it becomes available.
     
  2. Syamavilas

    Syamavilas

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    Hi! Great asset, but I have problems to aplying it to my 5-canera rig (used for creating 180-degrees picture) Cameras in rig are rotated in different vays so bendings look different on each of them. How would you sudgent to fix it?
    It seems that i need to set Axis_bend_size for each of 5 cameras separately. is that possible?
     
  3. Arkhivrag

    Arkhivrag

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    Here is answer: http://forum.unity3d.com/threads/cu...e-curvature-shader.281186/page-2#post-1926381
    But Curved World 2 will handle it.



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    Last edited: Jun 19, 2015
  4. Tensai_apps

    Tensai_apps

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    Hi, I'm new to unity and I'm developing my first game using Curved World. I have a question about the shaders that you provide. I'm trying to change the transparency of an object in the script and I've read that I have to use a shader that supports Transparency. Which one would you recommend me to use?? I've tried using VacuumShaders/Curved World/Unlit/Transparent/Texture but the problem is that I can see through the object. I enclose an image showing my problem.

    Thank you.
     

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  5. Syamavilas

    Syamavilas

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  6. Arkhivrag

    Arkhivrag

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    That's the global problem of transparent shaders, if you try Unity's transparent shaders problem will be the same. Currently there is no fix for that, but Curved World 2 will have two pass transparent shaders that will fix it.


    You should not use world space mesh bending with Curved World shaders or effect will be unpredictable: You will bend mesh and then Curved World will bend it too, so what you will get?
    Curved World 2 will handle it cause it uses different algorithms, no ETA available for Curved World 2.



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  7. masseron herve

    masseron herve

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    Sorry to ask again, but have you an idea of when curved world 2 will be available ? It's like waiting for santa claus in december....
     
  8. schmosef

    schmosef

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    Dude, he comments on it in the last post! The one right before yours!

    It's like dealing with a bunch of children.

    Do you think constantly pestering him is going to motivate him to get it done sooner?

    Let's everyone stop hassling him and let him work in peace.
     
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  9. Arkhivrag

    Arkhivrag

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  10. alewbpr

    alewbpr

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    why shadows are so when I switch to android the demonstration project ?

     
  11. Arkhivrag

    Arkhivrag

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    Is it Unity 5?
    If so then Curved World does not support Unity 5. I am working on it.



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  12. schmosef

    schmosef

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    That scene works fine with Unity 4.6.6f2 on my two Android devices (Note 4 and Shield Portable).
     
  13. alewbpr

    alewbpr

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    I'm use Unity 4.6.5f1, will install 4.6.6f2 for testing

    Edit:

    I testing in 4.6.6f2 and don't work again

     
    Last edited: Jun 24, 2015
  14. OpenXcell-Studio

    OpenXcell-Studio

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    Hi,

    Awesome work, Will this shaders will work on windows phone as well ?

    Regards
     
  15. Arkhivrag

    Arkhivrag

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    Confirm. Working on fix (if it is possible).



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  16. Arkhivrag

    Arkhivrag

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    Do not have windows phone and can not say.



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  17. alewbpr

    alewbpr

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    I use the latest version of the plug, why don't working? :S
     

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  18. schmosef

    schmosef

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    @OpenXcell Studio, I was able to get it to work on my SurfaceRT and Lumia 635 by making a small shader modification. See here for details.

    @alewbpr, Sorry, I was confused by your post. In Editor, the shadows don't render properly when the Build target is Android. They still render correct on device, though.
     
  19. alewbpr

    alewbpr

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    @schmosef
    Thanks, in Android device work!

    only in editor not working
     
  20. schmosef

    schmosef

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    @alewbpr:

    I was able to get the shadows working in Editor on an Android Build by disabling the OpenGL ES Emulation.

    See the attached screenshot for more info.

    Given this Unity blog post, this issue might be due to a bug in the way Unity is emulating OpenGL ES. @Arkhivrag might be able to fix it (or work around it in his shaders) or it might just be out of his hands.
     

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  21. Arkhivrag

    Arkhivrag

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    Yes, it is Unity emulation problem. That's why I wrote 'Working on fix (if it is possible)'
    Actually it is DX11 bug emulating GL ES 2 inside Editor.
    Turning of 'Use Direct3D 11' in Player Settings for Android builds fixed it.



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  22. fidelsoto

    fidelsoto

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    Is it possible to simulate the skybox moving when the world is curved? It would make no sense to curve the world while having a static skybox that doesn't change. It would break the effect.
     
  23. Arkhivrag

    Arkhivrag

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    It is possible to simulate skybox moving, but 'moving' has wide range of meanings.
    Can you provide any references?



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  24. fidelsoto

    fidelsoto

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    I was looking at my own game currently in development, check it out here:
    http://www.grandmechshooter.com/
    and I was wondering if it would be possible to use curved world. Everything seems like it would be ok but I would need to scroll the skybox as the world curves left and right. Or like... curve the skybox along with everything else, not sure how it would work since I don't even have the plugin atm.
    Edit: I just checked out the physics sample scene, it has a skybox, but the skybox doesn't curve with everything else.
     
    Last edited: Jul 3, 2015
  25. Arkhivrag

    Arkhivrag

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    You can use Curved World in your game. Note, bend quality depends on vertex count along bend axis.
    bend_all.png
    As for skybox I asked for references for existing games where is used curved skybox, because I have not seen such thing. But making cube scrolling is up to you, Curved World has no such shaders.
    You can use cloud meshes or particles for moving in the sky - Curved World will take care of them.




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  26. churi24

    churi24

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    I'm using Curved World, and I could make my own shaders, some with emissive and cool stuffs. Work like a charm! The only thing I couldn't integrate was Pro Flares -> https://www.assetstore.unity3d.com/en/#!/content/12845 Could you give me some hand to integrate this? :S I'm really stuck.
     
  27. Arkhivrag

    Arkhivrag

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    For very simple flares you can use FX/Flare shader. That's all.
    Full flare systems like - ProFlares - is not supported.
    Flares are not just objects rendered by shader. It also relies on script, that decides when and how flare should be rendered and I have no access to that script (it is built inside UnityEngine).



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  28. churi24

    churi24

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    I knew you'd say that, but I was expecting a miracle. lol Thanks
     
  29. jruano

    jruano

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    I would like to buy, "Curved World" but I wonder if you can make planets and if you can use the terrain tool and make mountains. thanks
     
  30. buttmatrix

    buttmatrix

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    Technically you can, but Curved World 2 doesn't produce "little planets" out-of-the-box,.You will have to author a portal solution (applied to the ends of the terrain) to create a seamless terrain, and therefore a "little planet" that you can circumnavigate completely. If you've ever tried,, then you know portals in Unity is generally not a trivial implementation. Using rendertexture or stencil buffer both have serious drawbacks.
     
  31. Arkhivrag

    Arkhivrag

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    In scene that 'Little Planet' may be Unity Terrain or any other mesh, with mountains, streets, cars or what ever you want
    (for example for main poster I have used bended Unity Blacksmith demo scene with everything that is there).
    Then during rendering Curved World bends them all like 3Ds Max Bend modifier (if you know it). Everything this is done by shaders and is very very fast.
    If you need really 'Real' 3d planet then this shader is not for it.

    Note:
    This thread is closed, for any questions about Curved World use new one:
    http://forum.unity3d.com/threads/curved-world-2.344041/



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