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First mess around with Unity 5.0

Discussion in 'Works In Progress - Archive' started by Deleted User, Mar 4, 2015.

  1. Deleted User

    Deleted User

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    Just having a play with Unity 5.0, used a pre-made scene and re-skinned it. Added some lighting / post / new PBR textures and played around with the shaders. I still need to find out how to use Enlighten properly as it made things worse, but anyway here's a screenshot of a couple of hours work:

    Screen05.jpg

    Unity 4.0:

     

    Attached Files:

    Last edited by a moderator: Mar 6, 2015
  2. Tim-C

    Tim-C

    Unity Technologies

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    Should put a Unity 4 pic next to it :)
     
  3. Deleted User

    Deleted User

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    Good idea, Unity 4.0 version up for contrast.
     
  4. chingwa

    chingwa

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    Looking good!

    It's strange, I really wasn't that impressed with Unity 5 throughout the whole beta period, but now that I've been playing around with the new release version, I'm very excited about all the possibilities :)
     
  5. GarBenjamin

    GarBenjamin

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    It's kind of odd but both look "better" in their own way. The U4 scene looks better as far as contrast goes and not being washed out. The U5 scene looks overall better or looks like it "should" look better but suffers from a sort of washed out look to it. And I guess that is what you are saying about Enlighten.

    Still, both are far beyond anything I could do. You did a great job. When you master Enlighten I bet you'll make some truly stunning works!
     
    theANMATOR2b likes this.
  6. Deleted User

    Deleted User

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    @chingwa

    Yeah it's definitely a step up in the right direction.

    @GarBenjamin

    The effect of post mainly, I'll add another screenshot with a custom SSAO shader and amplify colour to add some of the richness back. I suppose I could of done that already, but that's not what you get with Unity 5.0..

    Some better post really wouldn't hurt :D..

    I like the ambient lighting though, that was something I struggled with in Unity 4 and it looks a lot better in 5.0..
     
    GarBenjamin likes this.
  7. GarBenjamin

    GarBenjamin

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    Ah shaders. I need to fiddle around with them some time. I only know of them from years ago reading about a AAA game the developers said they used Shaders (3.0 IIRC) to animate character eyes making them blink realistically in the cut scenes. It is amazing how Unity took something so low level (shaders remind me of copper programming on the Amiga) and made it so new game devs are now writing their own shaders. I am guessing there must be some higher level shader language we use in Unity that gets get compiled down into many lower level shader commands. Kind of like a wrapper library / method set.
     
  8. Deleted User

    Deleted User

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    Unreal uses a material editor, you can add custom nodes with code in but for the most part it's all PBR based. It's just a matter of connecting the dots, with Unity you can buy shaderforge which is a similar premise.
     
  9. Deleted User

    Deleted User

    Guest

    Looks great!

    my scene with the vikings pack:



    standard shader except terrain (rtp3.2c)
     
    Last edited by a moderator: Mar 4, 2015
    cl9-2 and Deleted User like this.
  10. Deleted User

    Deleted User

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    Well this is how it ended up :)..

    Edit moved to replace original piccy!..
     
    Last edited by a moderator: Mar 5, 2015
    Botanika and Deleted User like this.
  11. ATLAS-INTERACTIVE

    ATLAS-INTERACTIVE

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    Sorry to wake up an old thread but @gotstyle what are you using to get the high-specularity puddles down?
     
  12. Deleted User

    Deleted User

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    Hi @Labyrith Studios,

    i'm using the Relief Terrain Pack

    the puddles are part of a texture with alpha channel.