Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

Glass,Chrome Reflective material shader assets pack

Discussion in 'Assets and Asset Store' started by brn, Feb 14, 2011.

  1. outtoplay

    outtoplay

    Joined:
    Apr 29, 2009
    Posts:
    741
    Really looking forward to the mobile shaders... I'd certainly beta for you if it would help, but I'm the 'artsy' one of our team, not the codin' brains. But if I can be of any help, I'm up to do my best.

    cheers,
    B.
     
  2. glnhrrs

    glnhrrs

    Joined:
    Jan 17, 2011
    Posts:
    9
    I have put together a couple of shots of my tank I made with the Hard Surface Shader Free pack .
    I went right ahead and bought the Pro pack yesterday as this was an obvious choice for our project.
    I will be releasing this model up on Unity Asset store asap.
    The screenshots were made with the free shader and this will be included in the asset pack.

    The maker of the Hard Surface shader took the time to help me including a free cutout shader for the alpha on the tracks and wheels.
    Very sweet shader and enjoying the Pro pack.

    Cheers
    Glennn


    These shots are using the HardSurface Pro Shader
    $Tank 2.jpg $Tank_01.jpg


    These shots are using the HardSurface FREE Shader included with the asset.
    $shot1.png $shot3.png $shot2.png
     
    Last edited: Jun 21, 2011
  3. Curious

    Curious

    Joined:
    Nov 19, 2009
    Posts:
    334
    Hi there,
    Just as promised, here are a few screen-shots of my BMW X6 rendered in Unity Pro 3.3 using Hard Surface Shaders Pro

    $01_X6.jpg $03_X6.jpg $X6_Rear.jpg
    $02_X6.jpg

    P.S: The lens-flare in the 2nd image was done in PS because I was too lazy to do it in Unity... :D

    Thank you very much for this great package...
     
  4. Fishypants

    Fishypants

    Joined:
    Jan 25, 2009
    Posts:
    444
    Subscribing to thread. Can't wait for the depth checking! :D
     
  5. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    @ Curious, I'll put the mobile Shaders in the Pro Pack as a thank you to the people who have all ready purchased Pro

    @brendang, The Mobile version so far is going well, Ill post up some screen shots very soon. Everything is fitting into SM2 nicely. SM1 is going to be a real challenge.

    @Fishypants, Ive got the basics of depth checking working, Its a big hit performance wise though, I'm not sure how practical its going to be.

    @glnhrrs, Those pro captures look great, I wouldn't have thought that there would be much difference between free and pro on the tank. The Unity Pro shadows and image effects make a difference though. Hope its sells like hot cakes for you.

    @curious, The X6 has turned out really well, If you are using Pro to do the windows there are a few things that can be commented out of the Shaders to give you a performance boost. In your situation for the windows, you can probably comment out the back face pass and all the Z priming and Refraction passes as well. You probably wont even spot the difference visually. Great to see the shaders working with super tidy geometry, not an easy job modeling cars, Nice!
     
  6. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Just Submitted Version 1.14 Pro, Standard and Free I'll submit tomorrow.
    Mostly fixes and Improvements

    Important Release Note!!!

    Freznel Reflection values have been changed for a slight optimization and to free up an instruction for the SM2 fallback shaders. Old values will result in white surfaces. To fix this run the Editor Script "Hardsurface>Set Fresnel Reflection Value" with the root folder for all your materials selected (root asset folder of your project) and the script will automaticly re calibarte your HardSurface materials.

    Fixes:
    Fixed Lighting function for SM3 SM2 (was artifacting with out of range colors)
    Fixed shadow casting issue for combined meshes in SM3
    Fixed Spec/Gloss/Reflection map not influencing reflections in SM2

    Optimizations:
    Modified code here and there to help compiler make better descisions,
    Fresnel reflection (saved one multiply) this means older fresnel values are no longer valid

    Additions:
    Editor Script to recalibrate fresnel material settings to new shader version
    SFX shader that writes to the depth buffer only to fix depth post effect issues.
     
  7. Curious

    Curious

    Joined:
    Nov 19, 2009
    Posts:
    334
    That is very cool, thank you very much :D

    Thanks again, yeah, I have some other things in my mind too ;)
    I have to change a few things here and there :)
    And thanks for the tip about the glass shader

    I wonder how to export and import the package through out different projects! How can I export my model as a package and re-import it in my projects with the proper shaders?
     
  8. Don Goddard

    Don Goddard

    Joined:
    Sep 25, 2010
    Posts:
    21
    I can definitely test if you'd like.

    I have Unity 3.3 for Android and iOS as well as Mac/PC and the web. Devices, I have a Nexus One for Android and a iPhone 3G, iPod Touch (3rd gen?), iPhone 4 and Mac for iOS. I have various PC's in many configurations.
     
  9. reddotgames

    reddotgames

    Joined:
    Apr 5, 2011
    Posts:
    675
    I just start playing with my Pro Package but WOW effect are amazing.

    $11.jpg View attachment 21803

    Shaders are quite fast and looks beautifully on our game cars :)
     
    Last edited: Jun 24, 2011
  10. increpare

    increpare

    Joined:
    Nov 17, 2010
    Posts:
    151
    Would like to say that these are really great - thanks! :)
     
  11. ADHD

    ADHD

    Joined:
    May 26, 2011
    Posts:
    7
    Bought it twice....

    After the first purchase on the asset store (Using paypal), been waiting for around 4 hours, now purchased it again and it stills says 'Waiting for Purchase' :(

    I hope this gets solved VERY soon, as I can't wait to test the Pro edition out!
     
  12. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Hi ADHD,

    This is very unusual, there could be a temporary fault with the Asset Store. Firstly theres no reason for you to have to purchase it twice. If your account has been billed twice I'll ask the asset store, on your behalf for you to be refunded. In the mean time Ive sent you my contact details in a private message, and we can see if we can work out something more imediate.

    Kind regards
    Brn
     
  13. ADHD

    ADHD

    Joined:
    May 26, 2011
    Posts:
    7
    Thanks BRN for the great support.

    We'll sort the rest out soon. :)
     
  14. ADHD

    ADHD

    Joined:
    May 26, 2011
    Posts:
    7
    Thanks BRN for the great support.

    First of all, these shaders are top notch, awesome, and as I've showed you on skype, they do fit my project pretty well.
    Keep going, you really should continue!

    We'll sort the rest out soon. :)
     
  15. outtoplay

    outtoplay

    Joined:
    Apr 29, 2009
    Posts:
    741
    Any update on the mobile shaders? Curious how it's going.
     
  16. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    @reddotgames increpare, Thanks for the comments I really appreciate the positive feedback :)

    @ADHD , Glad to have been able to help, thanks for buying the shaders!

    @brendang , Ive completed a basic set of optimized SM2 versions, which I'll add to pro this weekend, But before I officially say I support mobile shaders I'll like to have an attempt to do it in a single pass. The good news is that the Current WIP mobile shaders are very close in quality to the PC/Mac versions.
     
    Last edited: Jul 8, 2011
  17. outtoplay

    outtoplay

    Joined:
    Apr 29, 2009
    Posts:
    741
    Awesome. very much looking forward to checking `em out. Funny, another case where I"m a mobile only guy and as with Unity itself, owning the desktop version is only a means to get to my platform of choice.

    B.
     
  18. Curious

    Curious

    Joined:
    Nov 19, 2009
    Posts:
    334
    Great news, thanks brn, I can't wait to try them on my iPad ;)
     
  19. lucian3011

    lucian3011

    Joined:
    May 13, 2011
    Posts:
    7
    These shaders look great, except for the artifacts I'm seeing: little white dots appear on all of my sphere objects.

    These are the built-in spheres, and I see the problem with all of the Hard Surface Shaders and settings I have tried.

    $dots.png
    ( You will need to click on the image and view full size to see the artifacts. )

    HardSurface Shaders Free; Unity Free 3.3.0f4; Macbook Pro 13" with Intel HD Graphics 3000
     
  20. lucian3011

    lucian3011

    Joined:
    May 13, 2011
    Posts:
    7
    Here's a better shot of the cursed thing.

    $dot.png
     
  21. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Im looking into the dot artifact now lucian3011, should be fixed shortly
     
  22. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Hi lucian3011,

    The crazy dot artifact that you are seeing is specific to the standard unity Sphere. I tested the Unity sphere with the standard Unity per pixel specular shaders and it does the same thing.

    I also tested the shaders on a custom mesh sphere and for both my shaders the unity ones and the artifact is no longer visible.

    After experimenting some more, I noticed that the Specular error appears where rough UV seams are created in the mesh. Or where UV's have been collapsed/Welded in a messy way. Which is why it happens on the poles of the standard Unity Sphere topology.

    I found a sphere generated in max with the standard max sphere Uv's worked perfectly.

    When exporting an FBX for Unity, make sure your mesh in max has a material assigned to it with a diffuse texture. Because certain FBX versions wont export UV's if no materials with textures can be found and you will get strange lighting artifacts again.

    I hope this helps
    Kind regards

    Brn
     
  23. lucian3011

    lucian3011

    Joined:
    May 13, 2011
    Posts:
    7
    Awesome, brn. Thanks for looking into it. I really appreciate it.

    I'll be sure to upgrade to the pro shader package.
     
  24. nukeD

    nukeD

    Joined:
    Feb 12, 2009
    Posts:
    406
    hi brn, thanks for the awesome shader pack... it has the features i needed for my little car models (nothing fancy... mostly 'opaque specular').
    i was so happy with the free version that i purchased pro for win7... and the shaders don't work anymore, unity gives me an error that my video card is not supported ( mobility Radeon HD5650 )... i also have an oldschool Nvidia GeForce 9800 on my desktop, which is disassembled now and i don't have any idea if it would work on it.
    The bad thing is that the shaders that worked on the free version don't work now... like the 'opaque specular'.
    What am i doing wrong? is there a fix or a workaround?

    thanks in advance

    edit: i went back to using the free shaders and they work on this video card :p
     
    Last edited: Jul 9, 2011
  25. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Hi clandestine,

    Ive sent you some contact details so we can work out whats happening.
    In the mean time these are the most common reasons for the shaders not working.

    1) That multiple instances of a shader are in the one project.

    To solve this delete all Hardsurface shader folders files from your project then re import the package excluding any files in this folder "Hard Surface Pro\Assets\Hard Surface Pro\Standard Assets". The Image effect files in that folder can conflict with ones already existing in your project. ( These image effect files aren't used by the Hardsurface Shaders, they are just there for the example/test scenes )

    2) Unity Pro license has reverted to Unity Standard/Indie
    The Hardsurface shaders rely on some Pro functionality and without it they wont compile.

    Feel free to contact me and Im sure we can work it out quickly.

    Kind Regards,
    Bruno

    .
     
    Last edited: Jul 9, 2011
  26. nukeD

    nukeD

    Joined:
    Feb 12, 2009
    Posts:
    406
    Thanks a lot for the reply!
    Advice #1 fixed the problem... deleted the folders and re-imported.

    thanks a lot!!!! :D
     
    Last edited: Jul 9, 2011
  27. kinetiknz

    kinetiknz

    Joined:
    May 5, 2010
    Posts:
    173
    Hi Brn, I bought and started incorporating your shaders into my Arch vis project today, what a difference it makes!
    I am lightmapping everything, so I have no specular. Your shaders adding reflections helps alot, though when the shaders are occupying a large part of the screen the FPS plumet, from around 350FPS to around 30.

    I am wondering if there are any performance variables that I can tweak?

    Thanks!
     
  28. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,602
    Don't use reflections or at least use a lod system that tweaks the shader lod by distance. Realtime reflections are extreme impact wise, each of those objects means additional scene renders through a reflection cam
     
  29. kinetiknz

    kinetiknz

    Joined:
    May 5, 2010
    Posts:
    173
    I have to have reflections as Unity doesn't allow spec on baked objects. The scene looks flat without it. I will look into the LOD idea.
    Thanks
     
  30. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Hi kinetiknz,

    I'm just finishing some work for another client, so it might be a few days before I can release some deferred shaders I have made that work like the Hard surface Free shaders set. With these you can do light mapping and have specular as well if you use the Dual light maps option.

    Its possible to get screen spaced reflections on these as well, but its not a great work flow.
    With the hard surface shaders it is possible to do all opaque reflective surfaces with only one grab pass which will speed up your scene dramatically. If you don't need refraction then you can get away with one grab pass for the entire scene. which is faster again.

    If you send me a private message i can explain how to do it. Its not something I openly support because it requires some scene management on your part, but its very easy to do.

    Kind regards,
    Bruno
     
  31. krivel

    krivel

    Joined:
    Dec 11, 2009
    Posts:
    44
    Does the latest version in the store work with the iPad2?
     
  32. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Hi Krivel, To be safe I recommend you don't use this shader pack on mobile platforms. Even with the shader model 2 fall back I'd say they wouldn't be practical to use.

    Kind regards,
    Brn
     
  33. krivel

    krivel

    Joined:
    Dec 11, 2009
    Posts:
    44
    Ok thanks. What would you recommend as a good reflective/specular/bump for mobile? Any other available shaders out there. Having issues with the standard ones.
     
  34. Lord-Simpson

    Lord-Simpson

    Joined:
    Mar 24, 2011
    Posts:
    10
    Hi just wondering are there any self illuminated versions of the shaders [Ive only got the free pack at the moment and unity free FYI] as I have a metal texture that's supposed to have lights on it.

    The metal looks much better with your shaders than the built-in self-illuminated versions but cant seam to find a way to make the lights work with yours. If not [as long as its not too off topic] is there any easy workaround to add the self illuminated bits to a surface?
     
  35. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Hi Lord Simpson,

    Adding self illumination is a very simple task to the shaders.

    Ive got a whole bunch of updates that I'm trying to get around to releasing once Ive finished a few contract jobs. I'll make sure that I put a self illuminated version of the shader in for you.

    It might have to be a Shader model 3 only feature though because I've pretty much run out of instructions in shader model 2.
    Let me know which shader combination its needed for and if I get the chance i'll just post it up here before the full update release.

    Cheers,
    Brn
     
  36. Ullukai

    Ullukai

    Joined:
    Aug 24, 2010
    Posts:
    737
    I tried out your free hard surface shader package and was amazed ! What is the license for the free package ? Can we use it in a commercial game ? I cant find the answer anywhere for this question. Thanks again for your awesomeness :)
     
    Last edited: Aug 10, 2011
  37. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    318
    Hi Ullukai,

    Glad to here you are liking the free shaders. The only restriction I place on the shaders is repackaging them for resale as a "Shader Package".
    Short of that you can use them however you like. Even as shaders for an Item you are selling on the asset store. Eg Knights armour. If you give them a free plug here and there it would be greatly appreciated.

    Kind Regards,
    Brn
     
  38. Curious

    Curious

    Joined:
    Nov 19, 2009
    Posts:
    334
    Hi brn,
    Any news on the mobile shader progress?

    Could you please take a look at http://www.moonbytegames.com/visualization/
    This is a great example of Fake-HDR implementation... A car body paint counts as a hard surface, right? ;)

    I'm asking you if you could add a similar effect to your package... That would be wonderful if you could :)
    I think it is an IBL shader
     
  39. kiu

    kiu

    Joined:
    Jan 14, 2011
    Posts:
    10
    I just bought your package and it's really great.

    However, I'd be very interested in the mobile shaders, too. Just got a augmented Reality Car Project on hand and some reflection would be really great right there. Do you still need any beta testers? I'm working mainly on iOs.
     
  40. Optician

    Optician

    Joined:
    Aug 3, 2011
    Posts:
    4
    I'm also interested in the Mobile shaders, and can help testing if needed? Do you have any idea of a timeline? Would be willing to pay again for them, but is very cool if you just add them to the pro pack.

    Thanks,

    Chris
     
  41. MrBurns

    MrBurns

    Joined:
    Aug 16, 2011
    Posts:
    378
    Hi there,

    from what I can tell right now (only through videos and screens) this package looks quite awesome... But having not seen anything like this (not even close) in any recent AAA title, I wonder a bit how is the performance? Is this package useful for realtime game development and if, how much performance could one expect for a wider range of customers? For example if I build some character details right in front of the camera with them, they would probably cause no performance hit on recent systems, but what is if I want to use them for larger surfaces or many objects. I'd really like to know something more about that before I purchase them ;)?!

    thanks!
    Burns
     
  42. kinetiknz

    kinetiknz

    Joined:
    May 5, 2010
    Posts:
    173
    Hey, I have been using this pack on my current project and definitely notice a large drop in FPS when using many shaders that occupy say 1/4 of the screen while rendering in 'forward' (with no realtime lights). It may just be a fact of life though, it is a costly thing to render and it does look really good, and it's easy to use. It's a matter of finding a balance, and surely it's cheaper to buy this pack than spend your time creating the same thing.
    my 2 cents!
     
    Last edited: Aug 29, 2011
  43. Don-Gray

    Don-Gray

    Joined:
    Mar 18, 2009
    Posts:
    2,278
    Last edited: Aug 31, 2011
  44. MrBurns

    MrBurns

    Joined:
    Aug 16, 2011
    Posts:
    378
    What graphic card do you use for this ;)? It is still hard to tell... Isn't there something like a sample Pro shader for performance testing ^^?
     
  45. Don-Gray

    Don-Gray

    Joined:
    Mar 18, 2009
    Posts:
    2,278
    Using a GForce 580, don't know about a testing shader.
     
  46. Don-Gray

    Don-Gray

    Joined:
    Mar 18, 2009
    Posts:
    2,278
    Wow, I am really embarrassed!
    I was just doing some work on the scene (haven't opened it in a couple of months) and found I did NOT use the
    Hard Surface Shaders on most of what is seen in the video I posted above, but at the time I last textured
    the scene was using Nikko/Bumped Diffuse Detail material type I bought at the Asset Store before the HS Shaders came out.
    Very sorry for the misinformation!!!
     
  47. MrBurns

    MrBurns

    Joined:
    Aug 16, 2011
    Posts:
    378
    Well with a GTX 580 you couldn't provide useful fps infos anyway ;).

    But I rather suspect that these shaders are not really suitable for use in FPS games right now. They just look to expensive, just like Maya renderings sometimes... If they would be suitable we had probably seen them in Crysis 2 ;) but they are still far away from the quality of Hard Surface Shaders... But probably only because they want to support consoles...
     
  48. felix_berninger

    felix_berninger

    Joined:
    Aug 19, 2011
    Posts:
    30
    Hi.

    We bought the Pro Package of your shader. We are working on a Car racing game and we are experiencing some troubles with the white Pixel artifacts:
    Here with the builtin bumbed vertexLit (the one we used before we decided to get hard surcae pro) :


    Here the same object with hard surcase shader pro opaque specular:


    We tried different settings in the inspector but the artifacts remained the same:


    Can someone please help us?
     
    Last edited: Sep 2, 2011
  49. Don-Gray

    Don-Gray

    Joined:
    Mar 18, 2009
    Posts:
    2,278
    I'd say cut back on the shininess, but in the picture, I see you have.
    Maybe cut back some on the gloss and you could also try cutting back the Fresnel Reflection.
    Are you using the actual object with the cube map rendered or something else?
    If you move the door away from the rest of the model does the white artifact still show?
     
  50. felix_berninger

    felix_berninger

    Joined:
    Aug 19, 2011
    Posts:
    30
    we are using a cubemap for reflection. Our graphicer says that changing the settings you mentioned would make our carpaint lose the realistic feeling.

    and besides we tried and it didnt make any difference (same with moving the car door).

    thx for the help.

    could be the same problem as this?
    http://forum.unity3d.com/threads/82887-Fireflies-Anti-Aliasing

    as you see the problem with the vertexlit shader is not as huge as with the hardsurface (my first post).
     
    Last edited: Sep 2, 2011
unityunity