Search Unity

IndieEffects: Bringing (almost) AAA quality Post-Process FX to Unity Indie

Discussion in 'Assets and Asset Store' started by FuzzyQuills, Sep 2, 2013.

  1. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,526
    It is incredible. Wish I had your skill when I was 12. Would be set now.
     
  2. Frostbite23

    Frostbite23

    Joined:
    Mar 8, 2013
    Posts:
    458
    yes but the thing is you don't need to learn the advanced mathematical crap, I'm still learning and you don't even need to learn calculus just to learn shaders, only certain parts of shaders require calculus, for example making super advanced shaders like ssao i get help from my friend in order to complete the task. I'm still learning yet willywill (from armedunity) is teaching me shaders the right way and we both did port this ssao shader together, yet he did the most of the functions while i just did the main one. but the result is really fast and great looking ssao. yet now I can write a vertex shader (far more complex then fragment and surface shaders but more customizable which is why i chose it) from scratch now and even write image effects, well only a few. and even make my scene look better than most scenes. but this is all done by pushing your self, having the motivation and time to do it and the knowledge to do it. and no one is ever to young or to old to do what they want to do. everyone can do it.
     
    Last edited: Jul 19, 2014
    Eric2241 likes this.
  3. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
    when i try to load a shader, it shows a white screen and has an error message.
     
  4. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    You need to enable the indie effect base, if it's a c# script enable the c# base, likewise for js.

    Overlay effect is coming soon!
     
  5. Cyrien5100

    Cyrien5100

    Joined:
    Oct 17, 2012
    Posts:
    145
    Your SSAO looks great ! How many passes does it uses ? There is a blur pass ? Is it based on the crysis method or normal hemisphere ?
    You do very good for 12 years old ! (I took 1 week to have my bunell disk ssao working)

    PS : A core i3 sandybridge is good enough, the problem is there is no graphic card. Also, on laptop, usually the bandwidth is low, and texture.apply use much bandwidth.
     
  6. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    How do you guys come up with ways to make image effect shaders?

    Overlay effect:

    Currently there is only a js version.

    About the screenshot: the palm trees are from Baldinoboy's awesome coconut palm tree pack, the overlay is applied w/o image so it make a fog like effect, at a relatively low performance cost.
    I would highly recommend his pack!

    Link: https://www.assetstore.unity3d.com/en/#!/content/7888 its only $5!

    Screenshot:
     

    Attached Files:

    Last edited: Jul 19, 2014
  7. Cyrien5100

    Cyrien5100

    Joined:
    Oct 17, 2012
    Posts:
    145
    To make an image effect or a shader (for me), i first read many documentations to know how the effect works, then, i try, step by step to implement it (for example : for bloom, i first tried to see if the additive texture works, then i add the blur.)
     
  8. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    Cool, nice explanations! Tu parles français?
     
  9. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,526
    Thanks Eric2241. Your overlay effect looks good but when I import it I get this:

    overlay_error.jpg

    Using Unity 4.5.0

    Speaking of fog I do not remember where the post is but is someone still working on a height fog port.
     

    Attached Files:

  10. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    Oh whoops! I had to remove something that was not implemented for the release, anyways use this version.
     

    Attached Files:

  11. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,526
    It work like a charm. Can add dirt on the edges of the screen with this. Thanks
     
  12. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    No problem, glad you like it!
     
  13. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
    Wait, do i put the shader on Main Camera, or do I put the script on it?
     
  14. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    You put the indie effect base script and image effect script on to the camera than the appropriate shader on the script where is has the shader spot.
     
  15. Frostbite23

    Frostbite23

    Joined:
    Mar 8, 2013
    Posts:
    458
    the ssao doesn't need a blur pass, thats why its so fast. you can increase the amount of noise you want or decrease it. it looks better with some noise or you can make the noise have a high amount. ITs customizable boi! oh and also its actually pure depth ssao.
     
    Last edited: Jul 19, 2014
  16. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
    i dont have any indie effects base
     
  17. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
  18. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
  19. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    For the indie effects base download the indie effects package on page 1
     
  20. Frostbite23

    Frostbite23

    Joined:
    Mar 8, 2013
    Posts:
    458
    from the look of his username id say he is making a mine craft like game.
     
  21. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    That's what I'm guessing too.
     
  22. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
    Well, I like to think of it as a "survival" game. Like The Forest without cannibals.
     
  23. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
    So here's the story-line. You start out with a cut scene of you on a plane. The captain says "We are expecting some high turbulence." and the lights flicker and then everything goes black. You wake up flung 20 feet from the airplane, and think you are the only one to survive, but as the story progresses, you will find up to five people that were on the plane, too.
     
  24. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    Oh nice story line!
     
  25. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,526
    :eek:Ahhh Spoilers.

    That is a great plan. Always been a fan for survival games. Post a link if you start a thread.
     
  26. starkm

    starkm

    Joined:
    Jul 13, 2014
    Posts:
    1
    Looks like it's not possible to use these on mobile. Anyone knows other options? Btw, they all look great, especially SSAOtest.
     
  27. Cyrien5100

    Cyrien5100

    Joined:
    Oct 17, 2012
    Posts:
    145
    Oui je parles français.

    Ok. So it's like Crysis 1 ssao.

    I think it's not the good place to talk about your project^^ open a new thread if u want to show it
     
  28. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    @Frostbite23: So Frosty, can you get this to run in IndieEffects faster than 40fps? :D

    That looks amazing actually, the bunell disk algorithm needs something like 3 or 4 passes to actually look good!

    @Eric2241:
    Not really, for some really messed up effects, maybe, but I pretty much learned everything I needed to know by messing around with existing shaders! :) Of course, doing SSAO does take some math... ;)
     
  29. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    @starkm: Sorry about that, the reason why these don't work on mobile is because of memory bandwidth: most mobile devices just don't have the grunt to render a texture every frame the way this pack does. if only Render Textures were for free too... :D

    So basically, this pack is for PC only, as I explained above, mobile devices lack the memory bandwidth needed to use this pack
     
  30. Cyrien5100

    Cyrien5100

    Joined:
    Oct 17, 2012
    Posts:
    145
    Yes, it needs 3-4 rings to look good, because there is no noise. I can add some noise to the shader if you want (but with noise it will look grainy).
     
  31. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    Tu es canadien ou français? Je suis américain, mais je suis un élève français.
     
    Last edited: Jul 20, 2014
  32. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    I'm taking ap calc in 10th grade, or something like that (alg 2 advanced 9th grade) so until then I'll just have to mess around with the shaders.
     
  33. Cyrien5100

    Cyrien5100

    Joined:
    Oct 17, 2012
    Posts:
    145
    Français^^
     
    Eric2241 likes this.
  34. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    Très bon!!
     
  35. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
    Will do!
     
  36. EBR

    EBR

    Joined:
    Jan 27, 2013
    Posts:
    117
    Hey nice work, I was wondering what the performance is like when using these indie effects, I am making a heavily procedural game so I was just asking to see if I could afford to use these in my game.
     
  37. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    @EBR: So long as the draw calls are lower than about 250 (or 500... ;)) it should be fine! There have been problems with untiy terrain engine being too expensive for these fx, but your system might be better... :) Could I have a look?

    EDIT: Never mind, is the link to "the cave" your project? :D

    EDIT2: WHOA! :eek: That is awesome! Please, test this with my fx, I would LOVE to see this fly with your project! :)

    @Cyrien5100, Eric2241: What is with you guys speaking french?! What are you sayin?! :D :eek::):confused:

    EDIT: Never mind, used Google translate on it and I take it, cyrien, that you're french? :D
     
    Last edited: Jul 21, 2014
  38. EBR

    EBR

    Joined:
    Jan 27, 2013
    Posts:
    117
    @FuzzyQuills Yes that is the project, I guess I could give it to you, but is still very unoptimised. And I don't really know how to do that because I have unity free :/ How would I give the project to you?
     
  39. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    Oh, check the post again, I did an edit. :)
    I would love to see that with my fx on it, just to see how it runs! :)

    Basically, how many draw calls does it take to draw this once? :)
     
  40. EBR

    EBR

    Joined:
    Jan 27, 2013
    Posts:
    117
    To run the game at the moment it has around 50 draw calls but the frame rate is still not great on my crappy machine so i'll test it and get back to you.
    EDIT: I tested it and it looks great but the performance isn't the best, so I will test again when I have fully optimised the game (which will probably be in ages).
     
    Last edited: Jul 21, 2014
  41. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
    How do i make a thread?

    Thanks, MC7089
     
  42. EBR

    EBR

    Joined:
    Jan 27, 2013
    Posts:
    117
    Go to the topic in which you want to make the thread (i am guessing the works in progress?) and then click the "Post new thread" button in the top right corner :)
     
  43. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
    Thank you!
     
  44. minecraft7089

    minecraft7089

    Joined:
    Apr 26, 2014
    Posts:
    20
  45. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    @EBR: 50 draw calls?! That should run at 100fps on my intel hd chipset just fine! (I can deal with 60fps, so that's a plus too.)

    And Yes, if you can upload a build with my fx in it, that would be great. means I can compare performance on my laptop too. also, how big is the project? I can give the new IndieEffects 2.0 coming a try if you like. (Mainly for testing purposes in a real-world environment, as the IndieEffects 2.0 has one annoying bug I need to iron out, mainly related to the fact that it now generates a second camera for capturing... ;))

    And BTW, 50 drawcalls isn't bad at all, what is your specs? if it's lower than a sandy bridge laptop, (in my case, my school lappy) or is a machine with ddr2 ram, then it might have a bit of trouble.
     
    Last edited: Jul 21, 2014
  46. Cyrien5100

    Cyrien5100

    Joined:
    Oct 17, 2012
    Posts:
    145
    @FuzzyQuills Yes, I'm french, problem :D ?
    @Eric2241 You saw i'm french because of my english's mistakes ?^^

    If you have any performance problem, check the number of pixels light of your scene. Because Unity uses the Forward Add rendering, the cost for each light is : number of light*number of meshes*number of pixels. I don't know if Indie Effects does a second pre render, but if yes, it multiplies cost by 2.
     
    Last edited: Jul 21, 2014
  47. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    @Cyrien5100:
    NOPE! :)
     
  48. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    I guessed that you were french through a post about fx4indie on a french unity forum.
     
  49. Cyrien5100

    Cyrien5100

    Joined:
    Oct 17, 2012
    Posts:
    145
    fx4indie have now much more than post process. So the name will change.
    I will be like a package of many graphics techniques (post effects, pbr, hdr, new lighting system...).
     
  50. Eric2241

    Eric2241

    Joined:
    Dec 2, 2012
    Posts:
    642
    Wow! True HDR in indie...AMAZING!