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Graphic Power-Up [RELEASED]

Discussion in 'Assets and Asset Store' started by SvGampel, Oct 23, 2012.

  1. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
    30


    What’s included:
    • Advanced Surface Shaders (Like Offline-Renderer)
    • New Post-Processing (HDR, Adaptive exposure, Bloom, etc.)
    • Cubemap Controller (Real-time HDR-Reflections)
    • 3 Demo-Scenes

    Advanced Surface Shaders
    • It’s family of shaders, very customized, flexible
    • Can looks like Mental Ray, V-Ray materials
    • Car Paint

    New Post-Processing
    • Adaptive Exposure
    • HDR
    • Bloom
    • Image Controls
    • Filmic Tonemapper

    Cubemap Controller
    • Real-time Reflections
    • Blurred Reflections
    • HDR (encoded to RGBM)

    Demo-Scenes (in package)

    Screenshots (from Demo-Scenes)





    Version changes:
    v1.01:
    • Fixed issue with Post-Processing. Dont crash after update/reimport assets in Editor
    • Added Adaptation Speed in Post-Processing.
    • Added Shadowed reflections in Cubemap Controller. More realistic look on glossy materials
    • Updated Demo (Studio scene)
    • Minor fixes
    v1.1:
    • Support Unity 4
    • Added New Highlights-family Shaders (Only Specular/Highlights Reflects)
    • Minor fixes
     
    Last edited: Nov 20, 2012
  2. kenshin

    kenshin

    Joined:
    Apr 21, 2010
    Posts:
    916
    Hi,

    your work on advanced surface shaders seem really interesting, congratulations!

    Just a question: why is better use your HDR postprocess effect instead of unity3d built-in HDR?

    Kenshin
     
  3. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
    30
    Kenshin, Thanks you!

    This post-processing is main features for HDR-image in one: bloom, basic image controls(custom gamma, additional exposure, brightness, contrast), adaptive exposure(Unity built-in only Reinhard) with filmic tone-mapping. And really easy tweak to get a nice looking image.
    It's additional component for complex solution.

    Key features of this package - materials like in offline-renderers, real-time reflections with HDR and fast accurate blurring(without generate mip-maps).
     
    Last edited: Oct 23, 2012
  4. Olafson

    Olafson

    Joined:
    Aug 7, 2012
    Posts:
    242
    Hi,
    can we get some more examples and/or a webplayer demo? That would be great.
     
  5. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
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    30
  6. Gearing Games

    Gearing Games

    Joined:
    Sep 23, 2012
    Posts:
    26
    What works with Unity Free?
     
  7. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
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    30
    Gearing Games
    Advanced Surface Shaders. For reflections you need create cubemaps with textures tagged as Lightmaps (HDR-textures(*.exr) possible). It's described in Readme in Demo-Scenes section (How to create HDR Skybox)
     
  8. Gearing Games

    Gearing Games

    Joined:
    Sep 23, 2012
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    Thankyou for the information. Any chances of getting that car as a webplayer?
     
  9. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
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    Gearing Games
    Yes! I will upload demo with car in studio today
     
  10. I am da bawss

    I am da bawss

    Joined:
    Jun 2, 2011
    Posts:
    2,574


    IMPRESSIVE...... MOST IMPRESSIVE !!
     
  11. SvGampel

    SvGampel

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    Last edited: Oct 24, 2012
  12. ronan-thibaudau

    ronan-thibaudau

    Joined:
    Jun 29, 2012
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    1,722
    Purchased and looked amazing at first glance, however i'm getting really bad results when, surprisingly, upping the quality of the scene! Images show going from the default of good to "beautifull" default settings
    $Good.JPG $Beautiful.JPG
     
  13. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
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    ronan.thibaudau
    Thanks for purchasing and feedback!
    I tried make same and getting this if enabled MSAA, turn off it. MSAA not supported with HDR on DX9
    Also you will get bad gradients if you uncheck HDR on camera.
     
  14. ronan-thibaudau

    ronan-thibaudau

    Joined:
    Jun 29, 2012
    Posts:
    1,722
    Oki that worked, thanks!
    I'm also getting some self-correcting errors as if there was delayed rendering, if i move close something will look wrong and then immediately self correct.
    I will upload a video.
     
  15. ronan-thibaudau

    ronan-thibaudau

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    Watched the documentation better, while i do see some edgy areas they may be normal but the issue i had with poping was because by default the update was set to medium, setting it to very fast makes it look amazing thanks!
     
  16. ronan-thibaudau

    ronan-thibaudau

    Joined:
    Jun 29, 2012
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    Looks stunning! And the perf feels good (keep in mind i have a lowly GT 540M)
    $Randy.JPG
     
  17. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
    30
    ronan.thibaudau, thanks for positive comment!
    Very fast reflections update can be big impact to performance in heavy scenes. It refresh all sides of cubemap per one frame/update. Medium should be enough usually.

    Close-up capture of car paint:
     
    Last edited: Oct 25, 2012
  18. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
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    In next update I will fix some and add shadowed(not real shadows) reflections(GIF-Animation):

    This adds more realistic look on glossy materials.
     
    Last edited: Oct 26, 2012
  19. Djiel

    Djiel

    Joined:
    Jun 25, 2012
    Posts:
    108
    That studio car demo looks very nice, good work :) The paint looks excellent.
    I'm working on a small car project right now, and I wanted camera rotation/limit just like that in your demo, however I'm an awful coder and I can't find any proper examples anywhere. If it's not too much to ask, would you mind sharing it?
     
  20. SvGampel

    SvGampel

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    Posts:
    30
  21. paraself

    paraself

    Joined:
    Jun 30, 2012
    Posts:
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    Hi The Camera rotation function of the webplayer doesnt work on Mac Chrome....
     
  22. Djiel

    Djiel

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    Jun 25, 2012
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    108
  23. SvGampel

    SvGampel

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    Jul 5, 2012
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    Thanks! I'll try to test on Maс and fix it soon.

    You are welcome)
     
  24. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
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    Updates in package (v1.01):
    • Fixed issue with Post-Processing. Dont crash after update/reimport assets in Editor
    • Added Adaptation Speed in Post-Processing.
    • Added Shadowed reflections in Cubemap Controller. More realistic look on glossy materials
    • Updated Demo (Studio scene)
    • Minor fixes
     
  25. krassi

    krassi

    Joined:
    Nov 6, 2012
    Posts:
    19
    hi there!
    i just bought your powerpack and the shaders are awesome!.. i just have some issues with the realtime cubemap.. i figuered out how to get it running, but its flickering like hell... any advises.. should it be bigger or what to do..

    well the shaders are really great and give me more the "vray-feeling" than those standard ones with zero options..the demo scenes are good.. well 35bucks for something really usefull ;)

    seeya, daniel
     
  26. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
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    krassi, hi! Thanks!
    Can you show me these issues?
     
  27. oOZerOo

    oOZerOo

    Joined:
    Mar 1, 2011
    Posts:
    10
    can be use in mobile? IOS OR ANDROID?
     
  28. krassi

    krassi

    Joined:
    Nov 6, 2012
    Posts:
    19
    hii ill be in my office tomorrow and send u stuff.. i guess i have a problem with your environment cubic component.. your ball scene has this checker cubemapmaterial, this works awesome, but i cant find it as a component in the scene.. i guess this works better than a normal skybox component on the camera..

    seeya, daniel.. i like the shaders,, nice looks!.. im doing a test architecutre scene for a house-walk-trough with full furniture, and the shaders come in very handy
     
  29. nuverian

    nuverian

    Joined:
    Oct 3, 2011
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    2,003
    Hi. I was looking forwad to something like this. What is the shader model used? Also can we see a screenshot of a material options?
    Thanks
     
  30. fieldztime

    fieldztime

    Joined:
    Sep 1, 2012
    Posts:
    13
    Hello dear!, how are you ? its possible to preview how much time take to play this marvelous shaders in unity 4 ?

    many thanks
     
  31. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
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    Maybe, I don't tested.
    Shaders use SM3.0 . Of course, here's a screenshot of material options: http://dl.dropbox.com/u/4918423/Graphic Kit/material_options.jpg
    Hello! I updated the package for Unity 4 and added new features now.



    Updates in package (v1.1):
    • Support Unity 4
    • Added New Highlights-family Shaders (Only Specular/Highlights Reflects)
    • Minor fixes
     
    Last edited: Nov 20, 2012
  32. romeo_ftv

    romeo_ftv

    Joined:
    Oct 20, 2009
    Posts:
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    Very cool shaders! Great work! Спасибо!)
     
  33. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
    30
    Thanks you! Рад видеть русскоговорящих здесь =)

    Example of matte carpaint:



    Link to Hi-Res (1920x1080)
     
    Last edited: Nov 21, 2012
  34. fieldztime

    fieldztime

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    Sep 1, 2012
    Posts:
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    Oh my god! unity 4 !!!!!!!!, Thanks dear! , Your work is fantastic! Many thanks!
     
  35. fieldztime

    fieldztime

    Joined:
    Sep 1, 2012
    Posts:
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    With such great tools, i guess soon we will see a Unity Cinema Edition ahahaahah, it worth every penny! thanks for the good work!
     
  36. Nose

    Nose

    Joined:
    Jun 21, 2011
    Posts:
    36
    Выглядит отлично)
     
    Last edited: Nov 26, 2012
  37. ZachGriffin

    ZachGriffin

    Joined:
    Apr 1, 2010
    Posts:
    49
    Great package! A few things I would like to see in the next version are:
    -support for specular maps in the diffuse alpha channel
    -the ability to control the reflection blur
    -baked vertex color display
    -the ability to specify a timed delay between rendering the cubemap

    They are quite easy additions which I've already made, but would prefer if they were in the original package. I'd recommend this to anyone. It certainly improved the quality of lighting in my game. The kart and helmet are using the basic shader.

     
  38. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
    Posts:
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    Thanks you!)
    Спасибо!)
    Wow! Thanks! I'm glad to see integration in your game. Looks great!

    Good, thanks for ideas for update, I will try to accommodate your requests!
     
  39. Pulov

    Pulov

    Joined:
    Feb 20, 2010
    Posts:
    824
    The red car shot is beautifull. Great pack.
     
  40. 3d_Artist1987

    3d_Artist1987

    Joined:
    Jul 9, 2012
    Posts:
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    Can work with mobile platforms?
     
  41. SvGampel

    SvGampel

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    Thanks!

    I don't tested this on mobile platforms. Shaders must work. And if mobile GPU supporting Float-Pointing render textures then other components must work too.
     
  42. FlorianSchmoldt

    FlorianSchmoldt

    Joined:
    Jul 2, 2012
    Posts:
    334
    Hey SvGampel !

    I just bought your pack and first of all, those shaders look fantastic.

    ...unfortunatly not in motion. I can't really tell, what causes the problem but it looks like one of the Cube-rendertextures, goes banana.
    Maybe its the blurring algorithm. The scene was loaded as is. No changes, no conflicts.

     
  43. cemnahit

    cemnahit

    Joined:
    Dec 26, 2012
    Posts:
    38
    Hello SvGampel;

    First of all thank you for this great shader effects. I purchased this two days ago but i got a problem where everything is too bright... I am using Unity4.0 pro..

    http://postimage.org/image/6l907fgbb/

    can you help me?
     
  44. techmage

    techmage

    Joined:
    Oct 31, 2009
    Posts:
    2,065
    Do these work on iOS?
     
  45. SvGampel

    SvGampel

    Joined:
    Jul 5, 2012
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    Many thanks, Florian!
    This issue only on blurred reflections?

    Thanks!
    Reflections will be generated only in play-mode, otherwise will bright

    I haven't tested on mobile devices, I think it's very heavy for mobile
     
  46. FlorianSchmoldt

    FlorianSchmoldt

    Joined:
    Jul 2, 2012
    Posts:
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    Yep, Just the blurred refs and just one of the cams. I've tried it with many different setups but since the original scenes already have that problem, I'm pretty much stuck.
    I bought it, for car shading. Would be cool, if you could fix it :)
     
  47. Extreme_u3Damon

    Extreme_u3Damon

    Joined:
    Aug 6, 2012
    Posts:
    66
    hey ,

    i bought this pack when its released by help of my friend (Asset Store and paypal and Visa , ... are blocked in my F***k**n Country :( )
    now i have problem with Unity4.0 !
    its not working :((
    i mean i got errors , warnings , and Camera and Realtime Cubemap got issue that i cant solve it :((
    plz help me i need this to work :(
     
  48. PaulR

    PaulR

    Joined:
    Nov 14, 2012
    Posts:
    29
    After purchasing this I got a bunch of compile errors related to your class CubemapFace, which clashes with the builtin unity enum http://docs.unity3d.com/Documentation/ScriptReference/CubemapFace.html
    I have renamed your class for now, which has fixed the error. It may be good to pre-fix all classes in a package with something to avoid name clashes in general (eg. I used GfxPowerUpCubemapFace)
     
  49. SvGampel

    SvGampel

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    Sorry, but I can't solve this problem now, I don't have enough time to update package.

    Wow! Thanks, man! I hope to make it for next update.
     
  50. centralvox

    centralvox

    Joined:
    Oct 16, 2012
    Posts:
    7
    is this support android and ios platform..?