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Discussion in 'Assets and Asset Store' started by DavidMiranda, Jan 30, 2014.
Okay. Maybe it was not available in that version
Well, it worked just fine in Unity2017. I guess it had some missing default assets in 5.50b5. Thanks for the help
Do you know if there is something for the triggers? I couldn't find anything.
Marvelous! Burn that gpu now
I'm quite happy with the tech so far. Here's what a couple hours messing around got me. It is pretty much exactly what I wanted in my next game. I will have to improve the performance a bit, probably make the clouds smaller.
Nice. Are you using the camera script and downsampling?
And btw, how are you doing fog? Because its being painted after fog volume:
I will check out that fast clouds soon enough but a simple sky isn't the effect I am going for at the moment. The Venus image I uploaded is what I am looking for, like a flythrough in space at if possible 80-100 fps while still looking pretty clean with heaps of dense clouds. It's alright I am sure I will figure something out.
I wanted to ask if I remember correctly there were some key Unity settings that I skimmed over the documentation for example GPU Instancing or something like that? Where was that setting apparently it made the scene run heaps faster.
I've been doing some experiments last night. I didn't expect to get such results. Really surprised
Hi, I'm testing fog volume with Tenkoku Sky
I found the fog can not be rendered when tenkoku sky is in the scene.
Can only see the fog volume's boundaries but no fog effect inside the box, like this:
Any ideas how to make it work?
Check ztest and order
The fog is from the EnviroSky asset. I fixed it by turning the fog into an opaque effect.
I tried downscaling script but I couldn't keep the bottom of the purple fog from flickering against the terrain. Tried all the settings. I found out that it's the new Unity Temporal Anti-aliasing, if I switch it off or use FXAA the flickering stops. The downscaling does substantially improve performance though.
I was able to improve the performance quite a bit by reducing the Detail layer Tiling setting, adjusting scaling and rendering intensity, and turning off color management.
Thanks! I'll try it tonight!
Another question, if I want to use fog volumes on an infinite terrain (procedurally generated), what should I do to avoid players run out of the fog's box? Make it follow the player or some other methods?
Aha, yeah, it is always about order.
What TAA? The one from the pp stack? That one works correctly with the camera script. Maybe you had MSAA enabled?
All of those affect performance, yes. But Color management doesn't.
Make it big enough or change this parameter in real time (animated or via scripting)
hmm...maybe I should try to shift my terrains and prefabs to let the player stay in a certain range of world coordinates.
Thanks for the quick reply!
Hey, I tried to change the ZTest settings, it worked!
But now I got a new issue:
the fog is still too bright at night time, is there any way for me to let it change with the directional light?
I am working on a Xbox One game and I would like to test your asset before I buy to be sure that it works. I have an ocean in my game and I have been looking for the kind of light scattering that occurs under water where the water fog is lighter closer to the surface and darker as it gets away from it, and it seems that your asset is a good candidate. Please let me know.
Hey how can I enable GPU instancing to improve performance, it's supposed to be a setting on the material but the fog material appears to be greyed out?
As explained here, Fog Volume is not an atmosphere simulator and it won't change colors with light angle. You have to animate the parameters yourself.
Fog Volume is used by my client, I will ask them if they have already tested it on xbox one
That makes no sense. GPU instancing has nothing to do with this.
Some screenshots from 3.1.10
What do you mean it makes no sense?
Here is a video of the GPU instancing feature.
You are using many particles in the scene right? So it would make sense it would benefit dramatically from instancing.
This is not related with Fog Volume at all
This is mesh instancing, useful where the same mesh is drawn many times in a scene. Not useful for fog volume at all!
What about lots of little identical clouds?
Sir. Yes, my client tested it on Xbox One
And super hot news. It is still in the lab and delaying the next release more than expected, but holy.... volumetric shadows!
Volumetric shadows in the Scene view is quite hot
This looks great! but do you mean that it is not ready yet? Also, my game is underwater. could this be used for godrays and light scattering underwater? That would be awesome!
It is still early for public release. It works fantastic but it has to be a one clic option. This would be awesome for underwater!
Wow, that looks seriously incredible! It's amazing how versatile this asset is. How's the performance, if I may ask?
Hi I just purchased Fog Volume 3 and am having an issue, getting a constant spam in the editor of these issues.
I have tried setting everything to one layer in your example scenes, still the same issue.
Using Unity 5.5.0f3
Thanks for any help or suggestions here on the fix, as it is currently unusable for me.
DrawMesh layer has to be from in [0..31] range!
UnityEngine.GraphicsrawMesh(Mesh, Vector3, Quaternion, Material, Int32, Camera, Int32, MaterialPropertyBlock, Boolean, Boolean, Boolean)
FogVolume:RenderSurrogate() (at Assets/FogVolume/Scripts/FogVolume.cs:1322)
FogVolume:Update() (at Assets/FogVolume/Scripts/FogVolume.cs:1293)
A game object can only be in one layer. The layer needs to be in the range [0...31]
FogVolume:MoveToLayer() (at Assets/FogVolume/Scripts/FogVolume.cs:657)
FogVolume:Update() (at Assets/FogVolume/Scripts/FogVolume.cs:1290)
Well, it is scalable. We can choose resolution and skip frames. It is just a render with shader, anything else.
@Radius. Check if you have layer slots available
Thanks David, I do not have any slots available, however I could move some things around, how many slots will I need to clear?
(EDIT = 4 layers, that was quite a bit to shuffle around but it's working now, thanks)
Great! These four, yes
And thanks for purchasing Cheers and have fun
Will do having a blast already and only a few hours in, so many great options to play with, love it! Thanks again.
When you said skip frames can you explain where that setting is? Usually there would be a checkbox that says render every 2nd frame which if it is there would save a LOT of performance!
clouds look very nice, however I get some serious performance issues in VR (10x slowdown). The Pillar scene, for instance, would take about 2ms vs 23ms to render, being VR suport enabled or disables, repectively.
Anything I could do about that?
I made a slider. Another thing that we can do if the project allows us to do this, is just to render once on start. One photo and boom, baked volumetric shadows.
Wow, the difference is huge. The provided scenes are not light enough for vr. Noise + VR don't like each other
I wanted to test it but for some reason, Unity doesn't want today. Video
Thanks for purchasing, guys!
I am interested with this asset but I would like to ask few things first.
1. I understand that this works within some bound region. Which is fine, but if I attach it with the camera and move the camera around, what exactly does happen? Does the content (rendered fog) moves with camera as if there are bounded in the local space or the content seems like they exit in world space? (and creates new ones as the camera moves in about the space) I am asking this because I am guessing that for a performance reason , we don't want to have too large volume bound but then we still want to have illusion of infinite tiling of fog. If you can't understand what I mean let me know I will try to explain more.
2. I have just seen it that it should work in XboxOne, but what about PS4 ?
3. Performance on console is probably an issue for me so if I buy the asset and then it seems it looks too heavy for console even after fiddling with controls, can I ask for a refund?
4. Does it work in deferred mode? Does it render as forward mode? (no matter what base render mode I am )
5. In your video you got it down from 12ms to 5ms. What spec of hardware were you using?
6. Is there demo package or trial that I can try first?
Sure, lets go
1. Textures are sampled in object space. Size won't affect performance. What compromises performance is the iteration count. More iterations, better quality, that's it.
2. Dunno, but the PS4 compiler is quite stupid. I had to fix a shader yesterday for my client. It was:
float3 = lerp(float1, float3, float1)
That didn't compile. I had to do:
float3 = lerp(float1.xxx, float3, float1)
So I will easily get 500000 million errors like that on console :/
3. Hard to say, because the product is highly scalable and modular. We can run the Uniform Fog type on a weak mobile at 60fps or we can wait 30 seconds to render one image like this
So I don't know, maybe someone from unity support should say something about the game rules.
4. Yes, the shader runs in forward in any case, it doesn't matter.
5. What video? The one showing the optimization slider? I use a gtx970
6. No, sorry, but you can always play the demo I would need a programmer to build dlls or something, but Im alone
If you have a computer that is equivalent in gpu power to the console, maybe this may help to get an idea of the cost. But as reference, all of the demos shown there takes around 5ms on GPU (average) Some 10 and some others 3 or less.
And as said, scalable:
Hmm very interesting. I like the idea of being able to render a still effect in the game view, even perhaps using it as a skybox/spherical cage. But what did you mean when you said to bake it once and you then get volumetric shadows? Is that some kind of lightmapping effect or something else entirely because it sounds very interesting.
Perhaps you mean to run the code once and stop updating it?
Also in regards to the slider you were talking about, which one was it because there's so many sliders .
Yes, that's it
It is the same concept, or similar to the reflection probes update mode. You can bake once to high quality or you can update it from time to time
Experiments with cheap real-time and offline supreme quality
high quality is kinda sick
Nice! So wait, does this mean the offline one will render 1 time in the game view and I can then go into playmode and rotate the camera around it without any impact on performance at all?
When I said high quality I meant high quality clouds and no, they have to be computed per frame.
For the shadowmap, yes. You bake it once. As far as you are inside of the computed area, you don't need to refresh it. Example: lets say that this is my playable area:
I will place the shadow camera in position using the provided options that you can see in the inspector. The shadow camera is a sniper hidden in the mountains ready to shoot.
To see the miniature updating while I put the sniper in place I have the real-time update enabled. But once that the sniper has a good view of the area with the resolution I want I can hit Refresh. So our shadow map is computed just ONCE but it is ready to use no matter where we are. I can walk inside the village without refreshing it.
What if I want a full animated night-day transition?
In this case you have no option, you have to update. This is what happens in the profiler:
You can also update manually. For example, when we get outside of an interior. You have to access to the public function called Render() and that's all.
What If I get outside of the baked area?
Well, we shouldn't do that We may get artifacts. In this example I baked the shadows for the yellow square. But I flied far away from that area:
No obvious artifacts there but it looks incorrect
One more example. I baked the crane area, a very small portion of the map and we get:
Okay, now a lot more farther and we see weirs stuff
So the idea is to bake playable areas
Oh, it was easy to solve the artifact. Just take care of the edges
is it CPU or GPU based? An another volumetric fog asset drops my FPS from 180 to 50 (nvidia 970) when I attach the directional light to the fog. It has a heavy impact on the CPU. Is this better with your asset? Can I use your asset to hide the terrain border, like in civ5? Masking maybe with a box collider.
Yeah. Volumetrics are expensive by definition. It is like rendering 300 transparent overlapped planes
Maybe like a fog of war? A programmer can easily tweak it to make that possible. I would add infinite options that people need, but Im already having serious problems with the shader keywords. I have to do something for that. Im thinking on a shader file parser or something like that to generate the shader on the fly using #defines instead of #shader_multi_compile
btw, I have some candies here, guys. Can't wait to release it
Have you seen my jaw...I dropped it on the floor somewhere...wow!!! Haha cant wait for the next release!!
I had nearly no FPS impact with the another volumetric fog solution without attaching the light. It is just an issue with the light. Your fog looks beautiful, but some FPS info without activating the fog and with fog would be awesome. Killing the FPS from 180 to 50 is not an option, that much FPS can be burned better.
And yes, some kind of fog of war (non transparent, cheap in FPS, must not be affected by light), just for hiding the empty space at the edge of the terrain.
Hey David, I'm using 3.1.9 on unity 5.5.2f1
I am excited to use the asset, but found that when I first added my fog-volume, my console would flood with errors.
I added a defensive check in FindDirectionalLight() that determines whether sun is null before setting the cullingMask. Failure to do this causes other OnEnable code to fail, which meant that I had to set the sun for the fog volume, then reload my entire editor for the fog to work.
I have lots of lights that are not Directional ( and some that are ) in the scene. I think the templight code was just grabbing a rando light.
Hope this is useful to you.