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Fragmentum - Mesh fragmentation shader

Discussion in 'Assets and Asset Store' started by Arkhivrag, Apr 16, 2013.

  1. Arkhivrag

    Arkhivrag

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    Fragmentum is 100% GPU accelerated mesh fragmentation shader.
    Initially made for Unity DirectX 11 contest (2nd Runner Up).

    Support shader types: Mobile, SM2, SM3, DX11.

    https://www.assetstore.unity3d.com/#/content/8264










    • Before start Fragmentum script prepares mesh for shader - generating some additional data and thus rebuilds it (only once).
    • Shader fragments(displaces) objects using only their polygons(triangles). No new triangles are generated.
    • Shader is not dedicated for Skinned Meshes, but still can be used with some restriction. Works only with DX11
    • Fragmentum does not work with meshes, with more then 21.000 vertices. (Can be changed in the future)
    • Fragmentum should be the only material on object.
    • Shader does not require Unity Pro.
    • DirectX11 version shader requires SM5 and Compute Shaders support.
    • Package (Pro) contains all scenes from demo video - without cinematic animations. Epic Citadel not included.
    • Demo scenes can not be used in any commercial or non-commercial projects.



    Update info:

    Update 2.4
    • Works better with procedurally generated meshes.
    • Fixed incompatibility with iPad2.
    • Fixed bug with meshes without normals and uv1.

    Update 2.3
    • Global optimization and improved performance

    Update 2.21
    • Fixed: Fragmentum editor controllers were not visible in Unity Free.

    Update 2.2
    • New Mobile shaders for mobile devices.
    • Unity 4.5 support. Shaders compile mush faster.

    Update 2.1 beta
    • Fragmentum has been completely redesigned and rewritten.
    • New Fragmentum script prepares and rebuilds mesh for Fragmentum faster and much more accurate, according mobile shaders request
    • New improved Fragmentum shader generator.
    • Added shader auto recompile option.
    • Added multiple object editing support.
    • New improved Framgentum material editor.
    • Added Fragmentum Influence global controller.
    • Added Fragmentum Influence randomizer.
    • Added Displace amount randomizer.
    • Added new rotation type: Around custom point.
    • Improved Radial Displace and Fragments scale.
    • Added option to switch shader to double sided.
    • Added option to calculate light per vertex, instead of per pixel.
    • Pow function for Fragmentum Area Texture now is optional.
    • Added easy shader type changer.
    • Shader type now is visible inside material editor and inspector.
    • Added Fragmentum Influence slider inside material editor.
    • Main Color and Reflection Colors now are optional.
    • Fixed main bugs for mobile shaders:
    • Fixed Fragments stretching when using Fragment Area texture.
    • Fixed Light calculation for sm2 shaders.
    • Fixed Reflection vector calculation for sm2 shaders.
    • Fragmentum native shaders now are hidden and does not require compilation when importing into new project.
    • Many other micro optimizations and improvements.
    • Added example scenes and new updated documentation.

    Update 2.0 beta
    • Added SM2 and SM3 support
    • Added Fragmentum shader generator
    • Compiled shader file size reduced 10x
    • All options of shader now are optional and can be turned on/off


    Update 1.2
    • Memory used by StructuredBuffers reduced -60%
    • Compiled shader size reduced -50%
    • New Extrude3D shader (converts fragments into volumetric 3D objects)
    • Added two new displace types (Directional and Radial)
    • Added fragments scale randomizer
    • Lightmapping supports Unlit shaders and Unity built in primitives
    • Dissolve shader effects only fragments

    Update v1.1
    • Added lightmapping support
     
    Last edited: Mar 18, 2015
  2. Mihai93

    Mihai93

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    about price?
     
  3. ronan-thibaudau

    ronan-thibaudau

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    Are you going to release this on the asset store and if so:
    - when?
    - what price?
    - will it include all the demos in the video?
     
  4. ronan-thibaudau

    ronan-thibaudau

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    Any chance they could be with animation? They're really nicely done so it makes a nice learning ressource if they are.
    Price sounds very fair :)
     
  5. ronan-thibaudau

    ronan-thibaudau

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    Also will you release other packages based on your DX11 entry? I'd like to see something on the asset store like your point cloud rendering solution
     
  6. Arkhivrag

    Arkhivrag

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    I have not thought about that. Why not.
     
  7. ronan-thibaudau

    ronan-thibaudau

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    Don't forget to bump when you submit! :)
     
  8. SevenBits

    SevenBits

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    Yeah, this is cool, I'd like to know more about it.
     
  9. sordidlist

    sordidlist

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    Hey, just saw the Fragmentum video and am excited to try it out. Let us know when it's up!
     
  10. Arkhivrag

    Arkhivrag

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    I have already submitted it, waiting for approval.
     
  11. ZJP

    ZJP

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  12. Mihai93

    Mihai93

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    WoW Arkhivrag is one of the best asset on the store i love how it works looks compless to use but is realy realy to use it i whant to see more staff from you thanks for you made it.
     
  13. imtrobin

    imtrobin

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    dx11 only or?
     
  14. Arkhivrag

    Arkhivrag

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    Only DX11
     
  15. imsonar

    imsonar

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    Hi i am very new to Unity and was really impressed with your defragment shader so i purchased it from the asset store... it seems though that there is a problem running it on my laptop (gtx560m)... there are effects i can t render ( the lines effect on the car demo) and for every demoscene i can t see the defragment happening... i am running on windows 7. do i have to assign something to the meshes ( i do get messages and errors like the main camera is not supported, the fragmentum shader is not assigned as material etc) but i would think that i should not be getting these messages on the demo scenes... as i ve said i just started with unity and would appreciate a more detailed description on how to at least run the demo scenes... cheers...
     
  16. manGo29

    manGo29

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    Why am I getting this error, and why does the script not appear to identify itself as a C# extension?

    $Vaccum1.jpg

    Even in the packaged demo scenes, this is all I get.
     
  17. Arkhivrag

    Arkhivrag

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    Hi,
    Fragmentum is DirectX11 powered shader. To use it, switch Unity on Direct3D 11 in player settings:

     
  18. lod3

    lod3

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    @ Arkhivrag

    Any chance you could post Fragmentum's documentation somewhere?
     
  19. lod3

    lod3

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    Actually, wanted to read the documentation to see if it would suit my project's needs. There's not much info in this thread on how to use these shaders, which shaders are included, etc. Information I just assumed would be in the documentation.

     
  20. Arkhivrag

    Arkhivrag

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    Here is documentation, which is inside package: Fragmentum ReadMe.pdf
    Package contains all scenes from promo video, with explanations.
     
  21. lod3

    lod3

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    Thank you!

     
  22. CaptainChristian

    CaptainChristian

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    The file Fragmentum.Shader causes my OS to BSoD (bad_pool_caller on hal.exe) either on loading the project or running the game. For the time being I removed the Vacuum folder and all its traces from my project folder. I am using Win8 64bit and Radeon HD 7870. If you need more info, please ask away.
     
  23. Arkhivrag

    Arkhivrag

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    Hi.
    1. Does the BSoD appear in the clean project, containing only Fragmentum?
    2. Run this script in Unity, to check - SystemInfo.graphicsShaderLevel and SystemInfo.supportsComputeShaders.
    3. If BSoD appears in the clean project, containing only Fragmentum, can you send me - Editor.Log file

    Shader itself can not be the cause of BSoD , it may compile or not.
    I have built and tested it only on my GTX 660M with Win8 x64.
     
    Last edited: Jul 8, 2013
  24. CaptainChristian

    CaptainChristian

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    1. Not yet, tested all examples. Encountered a lot of Fragmentum warnings in all of them.
    2. Shader level is set to 50, compute shaders is set to true
    3. Still testing.

    The crashes appeared first when I changed the particle system Fragments into a box emitter.
     
  25. Arkhivrag

    Arkhivrag

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    Fragmentum warnings may appear only if shader is not compiled.



    Particles used in scenes are not part of Fragmentum package, you can delete them.


    Please, run Fragmentum in clean project with DirectX11 enabled, and if there are any warnings send me Editor.log file. Unity's editor log (Console -> Open editor log). From here I can not determine warnings reason.
     
    Last edited: Jul 8, 2013
  26. CaptainChristian

    CaptainChristian

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    In a clean environment examples work without warnings or errors.

    I will try to reproduce the BSoD in my working project.
     
  27. JARA-A-I

    JARA-A-I

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    Hello, I have a doubt, does Fragmentum changes the mesh? or is it only a visual effect?

    Thanks in advance.
     
  28. Arkhivrag

    Arkhivrag

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    Fragmentum does not change mesh, it rebuilds mesh to generate additional data necessary for the shader. Mesh remains the same.
     
  29. CaptainChristian

    CaptainChristian

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    I just tried to import Fragmentum into my game project and it crashed my OS with a wonderful BSoD (same as above).
     
  30. Arkhivrag

    Arkhivrag

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    Send me Editor.log file.
    And can you send me your scene, (with minimum data). I will see what is the problem there.
     
  31. CaptainChristian

    CaptainChristian

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    Do you need anything specific(like conflicting includes) from the log file? I got two log files located in my AppData/Local/Unity/Editor folder: editor.log and editor-prev.log and the prev is really big. Do you need both of them and all data ?

    Since most of the stuff is procedurally generated it won't do much to send a specific scene. The architecture looks like this: empty game object which holds most game logic, a terraincomposer file, multiple terrains that are parented under a common empty object and a unistormparent. Everything else is generated at runtime.
     
  32. Arkhivrag

    Arkhivrag

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    Check PM
     
  33. ZJP

    ZJP

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    What is the difference with the full version?
     
  34. Gamershaze

    Gamershaze

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    Hey, Arkhivrag.

    I was heavily considering purchasing Fragmentum the other day as it may (with some modification) fit an old project idea I had. However when I cracked open up the Free version to take a look, I got various errors and could not get it to work. I've tried it on multiple computers with different versions, with both Free and Pro versions of Unity, however I only got the same result. Here's a screenshot of what the sample scenes look like for me, straight out of an import to a fresh project.



    As I said, it might just be me, but I doubt it. If you could please send up update to Unity or a fix, that'd be great. I'd love to get this working, but I don't want to pork out thirty bucks on the chance it might not work. I'd have just sent you an email as-well, but I couldn't find it anywhere. Thanks either way.
     
  35. Arkhivrag

    Arkhivrag

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    Fragmentum Free contains 1 diffuse shader without lightmapping support , two demo scenes, documentation and has watermark. Does not support fragment rotation, fragment randomization and SkinnedMeshes.
    Full version contains 13 shaders with controlling - diffuse, bump, reflection, transparency, dissolving effects with lightmapping support and all scenes from promo video. Also Free version will not be updated with further improvements, except bug fixing, if there are any.
     
    Last edited: Aug 7, 2013
  36. ZJP

    ZJP

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    Thanks for the reply.
     
  37. Arkhivrag

    Arkhivrag

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    New version is available

    Update 1.2
    • Memory used by StructuredBuffers reduced -60%
    • Compiled shader size reduced -50%
    • New Extrude3D shader (converts fragments into volumetric 3D objects, unlit)
    • Added two new displace types (Directional and Radial)
    • Added fragments scale randomizer
    • Lightmapping supports Unlit shaders and Unity built in primitives
    • Dissolve shader effects only fragments
    • Separate control of dissolve, gloss, reflection and emission through InfoTexture
     
    Last edited: Aug 13, 2013
  38. Gamershaze

    Gamershaze

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    Have you ever thought of converting this over to an OpenGL/DirectX equivalent? Not quite sure how this works, so excuse me if this is a ridiculous question. I just ask as I'm developing on Mac and would prefer to have the project support Mac, which isn't really an option at this point in time as this shader is DirectX11 only.
     
  39. Arkhivrag

    Arkhivrag

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    Already working on SM3 version. But it has several limitations. If I have successes, it will be part of the package.
     
  40. im

    im

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    i just downloaded the free version and opened the demo village scene and am getting nothing but errors running latest unity3d indie dx11 and textures are not showing up


    Material doesn't have a texture property '_FragTex'
    UnityEditor.DockArea:OnGUI()

    Material doesn't have a float or range property '_FragTexStrength'
    UnityEditor.DockArea:OnGUI()

    Material doesn't have a float or range property '_FragPow'
    UnityEditor.DockArea:OnGUI()

    Material doesn't have a float or range property '_DistanceToPlane'
    UnityEditor.DockArea:OnGUI()

    Material doesn't have a float or range property '_DisAmount'
    UnityEditor.DockArea:OnGUI()

    Material doesn't have a float or range property '_Lock'
    UnityEditor.DockArea:OnGUI()

    ...

    i mean it goes on and on and one

    the models are like all in pink... :(

    when i click on a model Fragmentum (Script)

    gives me Warning : Not FranctumMaterial
    ?

    But its this asset and nothing more clean project!

    please help, thanks in advance!
     
    Last edited: Aug 9, 2013
  41. Arkhivrag

    Arkhivrag

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    @im
    Pink model means that shader is not compiled.
    Fragmentum requires DirectX11, SM5 and Compute Shaders support.
    Run this script to check hardware capabilities. Script will print your shader model level (it should be 50 or more) and your ComputeShaders support.

    I have submitted Fragmentum Free v1.0.2 which will fix some bugs, maybe yours too.
     
    Last edited: Aug 10, 2013
  42. 3

    3

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    So I assume this means Fragmentum won't work on mobile or macs?

    I was going to buy it but I'm developing a multi-platform game, just a suggestion. It would be awesome if you could create a mac/ios compatable game, I would pay much more for it too, and I'm sure many others would too.

    Besides that, its awesome, when I tested it on my windows laptop, it looked awesome, i highly recommend it and I would get it if it wasn't for that limitation.

    Thanks, and good luck.
     
  43. Arkhivrag

    Arkhivrag

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  44. Arkhivrag

    Arkhivrag

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  45. Arkhivrag

    Arkhivrag

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    Fragmetum 2 Mobile (WIP) - Deconstruction of the Epic Citadel

     
    Last edited: Dec 18, 2013
  46. RagingJacob

    RagingJacob

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    Wow that looked very pretty, such a nice implementation of Fragmentum :D
     
  47. victorMaje

    victorMaje

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    WOW!
     
  48. victorMaje

    victorMaje

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    Hey, Arkhivrag,

    I'm currently working on a project in Unity stumbled upon Fragmentum which looks awesome. Does it run on mobile? If not, are there plans to make a mobile version?

    Thanks,
     
  49. Arkhivrag

    Arkhivrag

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    Coming soon ;)
     
  50. Play_Edu

    Play_Edu

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    would be great if work on mobile.