Search Unity

  1. Are you interested in providing feedback directly to Unity teams? Sign up to become a member of Unity Pulse, our new product feedback and research community.
    Dismiss Notice

Fog Volume 3

Discussion in 'Assets and Asset Store' started by DavidMiranda, Jan 30, 2014.

  1. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Okay, solved :D
    2016-12-29_19-27-47.jpg
     
    TerraUnity, radimoto, punk and 3 others like this.
  2. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Humm, yeah, I want shadows too :D
    2016-12-30_11-35-43.jpg
     
    Hikiko66 likes this.
  3. Skyfly

    Skyfly

    Joined:
    Jan 25, 2014
    Posts:
    108
    You are doing an awesome job! Thanks a lot!
     
  4. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Thank you! Im having a lot of fun tbh :D Although it's also being a lot of pain, haha.

    I have more hot news! Check this :cool::cool::cool::cool::cool::cool::cool::cool:
     
  5. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
  6. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Volumetric lighting unlocked :)
    2016-12-30_21-32-36.jpg
     
    Skyfly, Hikiko66, JonDadley and 2 others like this.
  7. OCASM

    OCASM

    Joined:
    Jan 12, 2011
    Posts:
    282
  8. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    OCASM and Hikiko66 like this.
  9. JonDadley

    JonDadley

    Joined:
    Sep 2, 2013
    Posts:
    139
    Wow! The volumetric lighting and shadows look incredible! Can't wait to try out the new version, 3.0 looks like an amazing upgrade.
     
  10. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Thanks! There is some more awesomeness :D


    2017-01-01_16-04-54.jpg

    Just noticed that the shadows failed, so we don't see shadows on the terrain. The Unity shadow caster fails quite often with this :/
     
    OCASM, punk and Hikiko66 like this.
  11. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Picture of the day
    Its been a lot of progress today.
    2017-01-03_8-57-10.jpg

    Video here
     
    OCASM, Deleted User, radimoto and 4 others like this.
  12. Deleted User

    Deleted User

    Guest

    All i have to say is.. WOW.. Great job!
     
  13. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Thanks man.
    I have done something today. Made an ad-hoc shader to use the shadowmap in the terrain instead unity shadows. Looks sexy!
    2017-01-04_1-05-44.jpg
     
    AdamGoodrich, OCASM and punk like this.
  14. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    More candies


    A common effect that we can see in cloudy nights when moon is really bright.

     
    matteumayo, ZJP, OCASM and 3 others like this.
  15. JonDadley

    JonDadley

    Joined:
    Sep 2, 2013
    Posts:
    139
    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 :)
     
    hopeful likes this.
  16. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Hi, thanks. I have not done that yet simply because I didn't have the knowledge. This is the beginning! :D
     
  17. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,394
    Maybe there could be a new asset, with the two upgrading to the new one? (Only if that makes sense, of course.)
     
  18. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    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.
     
  19. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    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 ^_^
     
    radimoto, elbows, OCASM and 3 others like this.
  20. Skyfly

    Skyfly

    Joined:
    Jan 25, 2014
    Posts:
    108
    Have you tried the clouds in VR?
     
  21. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Not yet. I will prepare a light version today for that test
     
  22. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Skyfly and JonDadley like this.
  23. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Hey people,
    I would like to generate new noise textures. Anyone interested on making a plugin to create tileable 3D noises? It would take me ages...
     
  24. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    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:

    Original:
    2017-01-12_0-53-33.jpg

    128x128:
    2017-01-12_0-53-04.jpg

    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!
     
  25. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
  26. OCASM

    OCASM

    Joined:
    Jan 12, 2011
    Posts:
    282
    What do you think about these clouds (1m4s)?

     
  27. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Pretty good, isn't it?

    Well, working non stop all night long doing bilateral upsampling. You can see the result here
     
    OCASM likes this.
  28. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    27,817
    Busy bee since I last checked in here. Like what I'm seeing too. Hope perf is good for older hw :)
     
  29. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Yup, I didn't have much else to do after the Unite demo, so I decided to push this a bit further.
     
  30. strongbox3d

    strongbox3d

    Joined:
    May 8, 2012
    Posts:
    844
    Does this asset only works in deferred path? I am trying forward but I don't get results

    Regards,
    Carlos
     
  31. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    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?
     
  32. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Reviewing the self shadow method, which has been disabled during 2 months.
    2017-01-19_19-24-30.jpg

    2017-01-19_19-27-17.jpg 2017-01-19_19-30-49.jpg

    Video here
     
    wetcircuit, matteumayo, punk and 3 others like this.
  33. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Welcome to the nebula

    2017-01-20_4-00-13.jpg 2017-01-20_4-00-53.jpg 2017-01-20_4-01-29.jpg 2017-01-20_4-02-46.jpg
     
    wetcircuit, punk, radimoto and 4 others like this.
  34. JonDadley

    JonDadley

    Joined:
    Sep 2, 2013
    Posts:
    139
    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 :)
     
  35. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Thanks!
    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! :D
     
  36. JonDadley

    JonDadley

    Joined:
    Sep 2, 2013
    Posts:
    139
    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!.
     
  37. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    whooot? :D


    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.... :-/
     
    punk likes this.
  38. JonDadley

    JonDadley

    Joined:
    Sep 2, 2013
    Posts:
    139
    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!
     
  39. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Yup, its a drama.

    I have wrote some words about the history of the plugin. How it started and what's the current situation.
     
    JonDadley likes this.
  40. punk

    punk

    Joined:
    Jun 28, 2013
    Posts:
    392
    @David_MG
    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
     
  41. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    @punk
    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 :D

    Thanks for your willingness
     
    punk likes this.
  42. punk

    punk

    Joined:
    Jun 28, 2013
    Posts:
    392
    :)
     
  43. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,490
    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?

    https://www.assetstore.unity3d.com/en/#!/content/74965
     
  44. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Never looked at it. Thanks, I will check it after the release.
     
  45. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Good news, Fog Volume 3 says Hello to Mac

    Captura de pantalla 2017-01-24 a las 18.58.41.jpg
     
    wetcircuit and pixelsteam like this.
  46. No0B25

    No0B25

    Joined:
    May 2, 2016
    Posts:
    69
    Very nice looking stuff you got there. I'm thinking to get it. Are you planning to increase the price when 3.0 comes?
     
  47. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    Yes, I worked way too much this time :)
     
  48. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    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:
    2017-01-27_21-10-09.jpg
    And we don't want to use 3 fog volumes, of course. So we can use the primitives feature to do the following:

    2017-01-27_21-11-43.jpg

    Now we can look through the windows without seeing fog in the exterior:

    2017-01-27_21-12-52.jpg 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.
    2017-01-27_21-14-34.jpg
    2017-01-27_21-18-16.jpg
     
  49. DavidMiranda

    DavidMiranda

    Joined:
    Nov 30, 2012
    Posts:
    591
    New video!


     
    RED_Spot and pixelsteam like this.
  50. DrDuke

    DrDuke

    Joined:
    Jan 15, 2017
    Posts:
    2
    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?
     
unityunity