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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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    @jwyz
    Hi,
    Try changing the compilation setting 'Stripping Level' to: ByteCode
    or
    Deleting [PROJECT]/obj/ and [PROJECT]/temp/
     
  2. jwyz

    jwyz

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    @Arkhivrag thanks for your reply, and sorry for the delayed response.
    I don't have Pro so I can't access the Stripping Level. And there are no temp and obj folders in my project...
    Am I missing something?
     
  3. Arkhivrag

    Arkhivrag

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    @jwyz
    In Player Settings set Api Compatibility Level to .Net 2.0
     
  4. jwyz

    jwyz

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    @Arkhivrag
    That did the trick! Thanks a lot for your help!
     
  5. Arkhivrag

    Arkhivrag

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    Merry Christmas for everyone!

    Free voucher code: Redeemed!
    To redeem this code go to Asset Store - User Account page - Redeem Voucher.

    Be the first one to grab your free copy!



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    Last edited: Dec 24, 2014
  6. radjudy

    radjudy

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    I just upgraded to unity 5.0. and on opening my project with fragmentum installed i'm getting alot of compiler errors, so i can't run my project until i fix them. any advice? have you modified the code for 5.0 yet?
    thanks!
    -- judy
     
  7. radjudy

    radjudy

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    cool. is there a projected completion data that we should check back at, for the new Fragmentum? will Fragmentum 2 users get an upgrade or discount? thanks :)
     
  8. Arkhivrag

    Arkhivrag

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    Framentum 3 core is mostly ready but as lots of changes has been done in Unity 5 rendering pipeline I need some time to make all researches/tests/experiments. Fragmentum 3 will be free update.



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  9. radjudy

    radjudy

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    Sweet! thanks :)
     
  10. hopeful

    hopeful

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    Picked it up!

    I saw this when it came out, but didn't realize the DX 11 and other restrictions had been resolved.

    This should be great for effects like shattering all the windows in a skyscraper. :)
     
  11. Merire

    Merire

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    I bought it, thanks. Now I'll just wait for the Unity 5 version !
    It looks very nice.
     
  12. Leslie-Young

    Leslie-Young

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    Looks pretty cool. Grabbing and waiting for Unity 5 update to this ;)
     
  13. krougeau

    krougeau

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    I was actually just looking for small destructible items to toss into a 2d platformer I'm working on, when I saw this was on sale... Looking forward to digging in and seeing what it can do on smaller, simpler scales haha :)
     
  14. adventurefan

    adventurefan

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    It would be interesting if you could do a version where the pieces turn to particles or something. Then it could be a more general purpose dissolve. :)
     
  15. Synapsy

    Synapsy

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    Nice pack. But the main problem is that it doesn't support ambient occlusion. I understand that some screen space effects doesn't take in account shader displacements. But, it would be nice to have a possibility to exclude fragmentum objects from those screen space effects (like it's done with transparent objects). Is this a problem?
     
  16. Arkhivrag

    Arkhivrag

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    Yes, not all image effects "see" Fragmentum. Shaders have specific tag inside called RenderType, if you remove it shader becomes invisible for image effects. Unity doc



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  17. twobob

    twobob

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    This is a really stupid question probably.

    Do you need Dx11 (goes to read top post again)


    it was a stupid question.

    I really really want to use this. bah.
    Grumpiness at the asset store be damned. I'll buy it.

    I do like your stuff mate.


    Thanks for your order
    You just completed your payment.
     
    Last edited: Mar 14, 2015
  18. charles01

    charles01

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    Hi, Can an earthquake effect scene be created with you asset please ?
     
  19. Arkhivrag

    Arkhivrag

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    For building shattering - YES. Check demo videos.



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  20. 128bit

    128bit

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    Is there an eta for v3?
     
  21. Arkhivrag

    Arkhivrag

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    OnePxl likes this.
  22. olix4242

    olix4242

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    "Yes, not all image effects "see" Fragmentum. Shaders have specific tag inside called RenderType, if you remove it shader becomes invisible for image effects. Unity doc"
    I don't understand why it doesn't render, because usualy, all displacement and tessselation shaders write in a Zbuffer without any problems?
     
  23. Rin

    Rin

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    How does one reference the various settings in other scripts for scripted events?
     
  24. sirio21

    sirio21

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    It come
    with asset?
    It work fine on mobile? (of course, low poly), Very nice asset!
     
  25. Arkhivrag

    Arkhivrag

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  26. Arkhivrag

    Arkhivrag

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    Update v2.4 released
    • Works better with procedurally generated meshes.
    • Fixed incompatibility with iPad2.
    • Fixed bug with meshes without normals and uv1.



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  27. sama-van

    sama-van

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    Hi,

    Bought the plugin but having an error log on compilation to iOS-Unity 5.0f4.

    Any idea?
     

    Attached Files:

  28. sama-van

    sama-van

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    Oh I see...
    Didn't see that :

    Fragmentum 2 is only for Unity 4.
    Fragmentum 3 for Unity 5 is in development.

    Will wait then :)
    Thanks!
     
  29. Deleted User

    Deleted User

    Guest

    can you give us any heads up on the release date of fragmentum 3?
     
  30. Arkhivrag

    Arkhivrag

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    I can not say release date exactly. I'm updating all my assets to U5. Unfortunately U5 has so many things changed/removed/added that is not 'updating' but writing shaders from scratch.
    Now I am working on Subsurface Scattering Shader (releasing next week), then I will begin working on Curved World 2 (may need about month, it is a huge project). After that it is Fragmentum 3's turn.



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  31. quantumsheep

    quantumsheep

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    *swaps curved world 2 and Fragmentum 3 round on your list*

    :D
     
  32. christoffer-enedahl-hellothere

    christoffer-enedahl-hellothere

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    I got the error "ambiguous call to dot" in vert_surf and frag_surf when using plane activator.
    This is version 2.4
    I solved it by adding (half3) in the file in line 169: Fragmentum\Shaders\cginc\FragmentumCG_MOBILE.cginc

    169: half planeMult = dot( (half3) normalize(V_FR_ActivatorPlaneNormal), (toP));
     
  33. twobob

    twobob

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    you don't say which version of unity. Might be useful to know for other people
     
  34. quantumsheep

    quantumsheep

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    Any updates, sir? :)

    QS =D
     
  35. Arkhivrag

    Arkhivrag

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    For Fragmentum no :oops:



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  36. JoshKingsbury

    JoshKingsbury

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    Hey Arkhivrag! I must say first that Fragmentum is an absolutely beautiful plugin. I'm using it for a game I've been working on and I'd like to make a few feature requests.

    A. A snapping option for the displacement amount instead of lerping between the two.
    B. An inverse sphere displacement toggle or accounting of negative displacement amount.

    Having access to these two options would be invaluable for my current game. I'm basically using it to swap between two terrains as you may be able to see in this vine: https://vine.co/v/ezrrKDlPEjj

    I believe the displacement is at about 10,000 for the white terrain to avoid clipping and make the lerp distance large enough so the player cannot see the white pieces moving into place. This is why I am requesting the snap.

    As for the inverse sphere displacement, my world is also abstract and ideally the day change would take place from the center of the world outwards so I would need one sphere expanding outwards to displace the dark, and another identical sphere expanding to bring the white pieces back into place.

    I'd also like to note that my game is incompatible with Unity 5 due to the physics updates so I'm hoping it's not too late for any Fragmentum 2 updates.
     
  37. Arkhivrag

    Arkhivrag

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    Hi,
    An inverse sphere displacement is already there, just use negative value for 'Activator Radius'.
    As for 'snapping option' I am not quite sure if I understand it. If you do not want displacement to go above some value, you can use 'Lock Displace' option.



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  38. JoshKingsbury

    JoshKingsbury

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    Thanks for pointing out that I can use a negative value for the 'Activator Radius'! That is exactly what I was looking for.
    =D

    As for the snapping, it's not that I don't want the displacement to go above a certain value, it's that I need it to go directly to a certain value without being able to see the displaced face slowly move into its displaced position (but while the activator is being animated along its path) Does that help clarify? If not I can upload a vine or some images to illustrate.
     
  39. Arkhivrag

    Arkhivrag

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    Currently I have stopped adding new features to the current version. I am working on upgrading my other assets, but I can help you to manually edit shader.
    1. Open 'FragmentumCG_MOBILE.cginc' file. It's inside shaders/cginc folder.
    2. Go to line number 210. It will have:
    half disAmount = V_FR_DisplaceAmount * fragmentArea * fragmentFactor;​
    3. On the next line add:
    disAmount = disAmount < YOUR_DESIRED_VALUE ? 0 : YOUR_DESIRED_VALUE;
    for example
    disAmount = disAmount < 100 ? 0 : 100;
    It means that disAmount will be zero if it is less then 100, otherwise it will be 100.​
    4. Save file and recompile shaders(right click Shaders folder and choose Reimport)


    EDIT
    Actually you can write:
    disAmount = disAmount < V_FR_DisplaceAmount ? 0 : V_FR_DisplaceAmount;

    V_FR_DisplaceAmount - it is variable controlling displace amount inside material editor.​

    Modifying cginc files effects all shaders. If you want snap effect only for specific shaders than
    write:
    #if defined(SNAP_ON)
    disAmount = disAmount < V_FR_DisplaceAmount ? 0 : V_FR_DisplaceAmount;
    #endif​
    It means that snap effect only will be available for shader where is defined - SNAP_ON
    How define snap in shaders?
    Open shader that you want to have snap and add line:
    #define SNAP_ON
    Everywhere inside file before line with:
    #include "../cginc/FragmentumCG_MOBILE.cginc"​



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    Last edited: Jun 29, 2015
  40. twobob

    twobob

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    Lanre likes this.
  41. hopeful

    hopeful

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    He's busy finishing off Curved World 2, I think.

    EDIT: Which is looking awesome, by the way. :)
     
    Last edited: Jul 27, 2015
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  42. SpaceRay

    SpaceRay

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    Good news that you are going to start on Fragmentum 3 update.

    I think that your Fragmentum asset is a really great idea, giving great effect, and very nice, BUT the problem I find with it is that the fracturing is made always with flat 2D polygon triangles, and so if you break a 3D object with 2D flat triangles without any width, it does not feel for me that it is really breaking or exploding, or even disintegrating, because there should be some 3D on the fragments themselves.

    So I wonder what you have in mind for Fragmentum 3 and what will be the possible new features (if possible and they are not a secret that you want to keep), and if you will include some kind of 3D triangles or 3D polygons for fracturing.

    Thanks for your help and hope to be able to see the new Fragmentum 3 soon
     
  43. Arkhivrag

    Arkhivrag

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    There will be 'many' new features. For example new fragmentation types:

    Fragment mesh using its smooth groups.


    Fragment mesh by its own compound meshes.


    Fragment mesh by its material ID.




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  44. SpaceRay

    SpaceRay

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    Thanks for these 3 teaser examples of new features, they are cool, interesting and useful

    I wonder if the Fragment mesh using its smooth groups will keep being using 2D polygons for the fragmentation, or will also be possible to have the same ones BUT with a little width, so they are not looking so flat

    I like much the new Fragment mesh by its own compound meshes, this can be very good and useful for many things

    Thanks and I wish you the best on the process of working on this new update and that you do not have and find many problems in the way and have a good workflow
     
  45. Arkhivrag

    Arkhivrag

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    Fragmentum uses only mesh vertices and triangles, no new ones are generated (if you mean that).
    More details may be added by particles or cutout shaders.



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  46. Rico21745

    Rico21745

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    I'm curious how we can apply particles per fragment that would follow each fragment. Is this currently possible with the current version of Fragmentum?
     
  47. Arkhivrag

    Arkhivrag

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    Of course you can not apply particles per fragment. But it may be used as part of the whole effect for adding additional details to the mesh fragmentation.



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  48. Wim-Wouters

    Wim-Wouters

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    YAY!!! :)) So happy! Have been thinking about downgrading my project just for this, glad I might not have to... any timeframe you have in mind?

    Cheers
     
  49. twobob

    twobob

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    What about now?
     
  50. klund

    klund

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    Hi will Fragmentum 3 be able to subdevide a low polygon mesh during fragmentation this would be much nice for large buildings like churches etc. For example fragment 2000 tris from a mesh with 200 .
     
    Last edited: Aug 31, 2015