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Discussion in 'Assets and Asset Store' started by DavidMiranda, Jan 30, 2014.
Humm, yeah, I want shadows too
You are doing an awesome job! Thanks a lot!
Thank you! Im having a lot of fun tbh Although it's also being a lot of pain, haha.
I have more hot news! Check this
Oh baby.... Video here
Volumetric lighting unlocked
Why not add something like this while you're at it?
Someone already mentioned that. Well, Fog Volume is not a post-process, but I will think about it.
Here is a new video
Wow! The volumetric lighting and shadows look incredible! Can't wait to try out the new version, 3.0 looks like an amazing upgrade.
Thanks! There is some more awesomeness
Just noticed that the shadows failed, so we don't see shadows on the terrain. The Unity shadow caster fails quite often with this :/
Picture of the day
Its been a lot of progress today.
All i have to say is.. WOW.. Great job!
I have done something today. Made an ad-hoc shader to use the shadowmap in the terrain instead unity shadows. Looks sexy!
A common effect that we can see in cloudy nights when moon is really bright.
Fantastic as usual. Any plans to bring some of these features over to your Foggy Light asset? It'd be really cool to get the volumetric lighting / shadowing effect in that asset
Hi, thanks. I have not done that yet simply because I didn't have the knowledge. This is the beginning!
Maybe there could be a new asset, with the two upgrading to the new one? (Only if that makes sense, of course.)
Yes, I will release this as a paid upgrade. The question is, how much The old version was around 20€, that's way too far from what it is now at least in terms of power.
Soft shadows done!
Finally it is possible to affect the whole scene without doing anything, no special shaders or extra work, no special rendering path.... It just works ^_^
Have you tried the clouds in VR?
Not yet. I will prepare a light version today for that test
Okay, test done. Its running fast! I have a gtx970
Comparison between PC and vive.
PC: resolution 1920x1080 getting 150-200 fps
VIVE, around 60-90
Here is the link to the exe: https://dl.dropboxusercontent.com/u/16565603/Unity/clouds%20vr.rar
I would like to generate new noise textures. Anyone interested on making a plugin to create tileable 3D noises? It would take me ages...
Well, its was time for dramatic cuts to increase performance. I have added a module to render it offscreen, downscaled and stored in render texture, then I inject that rt into the main camera performing alpha blend. Every game with volumetric stuff does the same, so... its not a drama at all
Just got the first result:
Next step is obvious, bilateral upsampling, some blur to hide the jitter and now, I can implement what was suggested here
There is a lot to do!
What do you think about these clouds (1m4s)?
Pretty good, isn't it?
Well, working non stop all night long doing bilateral upsampling. You can see the result here
Busy bee since I last checked in here. Like what I'm seeing too. Hope perf is good for older hw
Yup, I didn't have much else to do after the Unite demo, so I decided to push this a bit further.
Does this asset only works in deferred path? I am trying forward but I don't get results
Works in forward.
Have you seen the field "Forward rendering camera"? In case you have a forward camera, you should put it there. Did you do that?
Reviewing the self shadow method, which has been disabled during 2 months.
Welcome to the nebula
Wow, really impressive results but also really impressive framerates! What hardware are you running that on? As always, super excited for Fog Volume 3, we're going to be able to make some beautiful things with it
Performance is a serious thing, yes. I have a gtx970.
What's the theme of your project? I want to see this in a space themed game!
That's great perf for a gtx970!
I have two projects I use Fog Volume in currently, this Karaoke/Comedy/Horror game and this abstract exploration game. I've got some big plans for the new Fog Volume in the second project - after seeing the tunnels / nebulas you've made I think I might make a VR space game after that too!.
I have to get associated with someone after the release to make vr possible.
Another thing that always seemed impossible to solve was the alpha blended shaders. Do you know if any volumetric asset does?
Im worried because that makes it almost worthless. You can have a nebula but you can't use particles? Imagine that.... :-/
I haven't seen anyone solve the issue of alpha blended shaders in other volumetric assets yet, it seems to be a common problem I'd love to see it fixed because as you say, it is a big issue for most games. The fog looks so good in your new videos though that it would be worth sacrificing alpha blended particles just to use it!
Yup, its a drama.
I have wrote some words about the history of the plugin. How it started and what's the current situation.
Looking forward to the new version, I have all manner of marvelous idea's on what I'm going to use it for in Brides Of Vampira. Brides is a VR game also, so if you need any help debugging single pass VR, i'd be happy help
Good to hear, Sir. Yes, I will probably need to make some friends in the VR field, since this is a totally unknown world for me and I will need help to make vr possible.
I think I can fix vive by myself. I solved one eye! haha. I have to render the Volume twice with 2 different matrix projections, I think. Anyhow, I will dig into this after the release, otherwise I won't release this til 2035
Thanks for your willingness
Ive had the luxury of not needing to worry about this so I dont really know what I'm talking about here but anyway....
Have you had a look at the Adam Interior Environment which Unity released on the store some months back? A couple of particle systems that use some kind of custom 'particle alpha blended' shader are used in this scene to add moving whispy detail to the volumetric fog that is lit by an area light in that scene. Perhaps it contains useful clues?
Never looked at it. Thanks, I will check it after the release.
Good news, Fog Volume 3 says Hello to Mac
Very nice looking stuff you got there. I'm thinking to get it. Are you planning to increase the price when 3.0 comes?
Yes, I worked way too much this time
Ok, today it's been a long day. I have worked today in variable density. It was not in the plans.... but was better to invest 30-40 hours of work to improve the functionality.
Imagine the following situation:
And we don't want to use 3 fog volumes, of course. So we can use the primitives feature to do the following:
Now we can look through the windows without seeing fog in the exterior:
btw, don't expect volumetric lighting yet! I just made a very ad-hoc scene
What else can we do with this feature? We can shape clouds manually.
Beautiful nebula. I also experiment with visualization of various space objects, you may be saw some of my work here https://www.shadertoy.com/user/Duke/sort=newest&filter= . As I undestand you are using raymarching of sdf. Could you describe your method? Did you tried to implement multiple scattering for volume?