A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Discussion in 'Assets and Asset Store' started by reddotgames, Nov 26, 2012.
Please can I know if it is compatible with Unity 4?
anamorphicFX is available in special price to buy
It would be very nice if there was a distortion value to add to the lens textures,so everything behind it should be distorted.
By this feature it would be even better than the one in the BF3
Hmm and where you would use this shader? Under water?
When it is rainy and there are lots of lights out there,the distortion should be only where the dirt parts of textures are,not everything in the screen.
Yes its indeed nice idea. I will work on it for next update.
We are more than 30 guys working on a game and we bought this effect not only because it's nice but also to save our time.
In the next 1 or 2 months we will show our game.
I really recommend this.
Thanks! Good luck with your project. And please write review on Asset Store
Anyone tested this on mobile?
If someone will and performance will be not enough - let me know here, I will add shader special for mobile use.
Upcoming update :
- starburst mix effect
- halo from texture
Didn't try on real mobile yet but in a mobile project I had about 2100 fps in a scene and after adding the cheap version of the effect my fps drops to 1500-1600 and this means it won't be good on cheap mobile devices.
I tried lowering the texture resolution and the fps raised a little but not much.
And I found a very big problem.
This is working on Unity 4 very well but after enabling dx11 the screens goes pink and it's really bad for my projects as all of them have the option to enable dx11.
As this is a modern effect it should work with dx11.
Oh and just now I saw you asked me to write a comment on the assets store,sorry about that and I will send a comment very soon.
Did you try lower blur parameter? Just use 1.
And I will look into Unity 4 and DX11 problem closer - thanks for tip!
Even with lower blur parameter it's heavy for older devices.
I think another shader without some parameters can make it even better for mobiles.
For example right now it's getting the color of environment and this needs some processing but if you use a solid color for everywhere it can become more optimize for mobiles.
Waiting for new features.
OK I will make another more simple shader - and than maybe you can use it better in low mobile devices.
Got it working on DX11 - submitting new 1.3 version right now
Change log :
Unity4 DX11 support
Added Mobile version of effect
It would be awesome if there was a demo webplayer that shows off the shader in daytime. I'm probably going to buy it anyways, but it'd be nice to see how well it works.
This update is really good,I'll change my comment as soon as I can.
@Acenth,It is just working very nice in daytime as we are using it,and be sure if our project wasn't a secret I could just show you screenshots and even videos,but it's a real big indie project with more than 100K $ budget(many guys here are working for no money) and a production of 1.5 year and GlareFX is one of the best effects we have.
I will post some screenshot of using this effect in daylight. Mean time read Hotsun comment - work good in daylight - all depend on your settings (you can adjust threshold of separating dark from light)
Thats great! Best recommendation
Will be great when you will find time to update comment
Can This Effect Work With The Indie Version Of Unity (Free Version) Or Is This A Post Processing Effect? (Unity Pro)?
Yes its post process effect so will work only on Unity Pro
The mobile version just needed 0.01 Millisecond and is really optimized but after testing on Xperia Z (Adreno 320 GPU)it seems that it's not working properly,one part of my view is kind of tiling to whole screen.
Am I doing something wrong you think???
And one question,The mobile version is not using blur technique,so why the script still needs it?
If you can't see the image use this link:
Still waiting for this nice update.
Oh,and as you answered my comment on Assets store I didn't change it.
Big THANKS for fast and good support.
1) Can you send me screenshot ? Maybe Xperia Z need uv flip different from iOS.
2) Mobile version use blur one time only so you need this shader there.
3) Update is on the way ASAP
4) But you dont give back 1 star that you take for dx11
5) My pleasure
Starburst (rotating when to camera move) in action :
Version 1.4 submitted to Asset Store
- Added StarBurst Diffraction effect (also for DX11)
- Smarter demo scene
Why dont you add a free version for kids like me who have no money :-(
Btw epic stuff!
I just bought this and added to our game... everything looks great in the Unity Editor and Game windows... but when I run on iPhone... the whole screen is a solid pink. I am using the Cheap Mobile version... any idea's anyone?
Hello, What iphone are you using? You dont have disabled opengles20? If you will not find nothing you will have to wait until next week for me to look at it, cause Im out of office now. Hope this will not affect your work so much.
iPhone 5. OpenGL 2.0 is not disabled. Hope we can get this working.
Sorry because of very late answering,I was at the studio for one week and even slept there these nights and didn't have even one minute to think about anything else.
Anyway here is the screenshot:
If you can't see the shot use this link:
Sorry I was away for one week. Now I'm back and will answer all questions
This won't be a bad tip for users:
You can use the starburst textures as lens dirt one so you can achieve a different effect and if you can make your own textures suitable for your games it will be the best.
I also changed my comment and rate to 5 stars.
Can't wait to see halo from texture in the next update,our artists made some halo textures today and they are waiting for this feature like me.
Finally I got some time to help you with it. I send you email
I dont know really what to make here. I dont have any Sony device to test it on ... Any ideas? I can change something and send you shader to test but from where to start....
Your great support is even worth more than the shaders themselves.
I will search for some instructions about Adreno GPUs and will send you information if I found anything useful.
Version 1.5 submitted to Asset Store
- Optimization of effect scripts (get rid of composition shader in all effects)
Hotsun version 1.6 will have fixed Mobile Shader - please check it out when will go out in few days - I think now will work good at Adreno GPU also.
Version 1.6 submitted to Asset Store
All shaders now work on OpenGL properly
Mobile Shader optimized (its way faster that it was in 1.5) and finally working proper on iOS (thanks HansBernd
Hotsun be sure to check it out and write your feedback Thanks!
Anyone checked new mobile shader?
Just purchased, started a new empty project and imported the whole package - using the sample scene provided in the package. Getting just a white sphere. No effect at all on desktop/editor or android.
After importing the package it did complain about "npot-RT are not supported or RT are disabled completely"
Running Unity 4.1.5f1 basic version.
It need pro version - its postprocess with RT which Basic Version do not support.
I dont know why Unity did not put it in description.
You need to make refund I guess.
Ah no problem, I sent them a mail.
Yes might be a good idea getting that info into the description, guess "post-process" should have caught my attention earlier... Oh well live and learn.
How exactly do you turn off AA?
Edit: Nevermind lol
can we get some screenshots of what it looks like on mobile?
Hi! Nope - but some people use it maybe they can post some shots? Anyone?
I might take one if you hook me up for free lol
You would sell a hell of a lot more if you could prove its feasibility on mobile rather then just talk.
I will build sample scene on Android and will post here screenshot
Edit : Screenshots (directly from Android tablet) - all look the same like in test scene that comes with package