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Marmoset Skyshop - Image-Based Lighting Tools [RELEASED]

Discussion in 'Assets and Asset Store' started by monkeyscience, May 31, 2013.

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  1. methano

    methano

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    Hi all, I'm having trouble getting an interior skycube render. I doubt this is directly related to Skyshop but I'm using the tools so I thought I'd ask here. The 'probe from selected' render does not pick up the walls of my interior geometry; It's as though they we're transparent; rather- I just get something derived from the existing outside environment sky cube in the distance. - the normals for all the walls face inward as they should and the scene looks correct otherwise. Has this happened to anybody else or can someone offer some suggestions please?

    thank you
     
  2. monkeyscience

    monkeyscience

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    As far as I know Substances just generate texture assets within your Unity project that you can drop into Skyshop materials without a hitch. Skyshop's terrain shaders take the standard Unity input format too: RGB - diffuse, A - specular, they should not give you any trouble.
     
  3. monkeyscience

    monkeyscience

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    What shader are the walls using? Does it still happen if you switch them to something simple, Unity or Marmoset Diffuse?
     
  4. methano

    methano

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    Hi Monkey S - thanks for the reply;

    I'm afraid it still happens when I try a different shader- as they are (see attached screengrab) they are very straightforward. What am I missing here? Is it something to do with the fact that the walls are simply inward facing 1 sided planes? $Unity_Screengrab.jpg
     
  5. monkeyscience

    monkeyscience

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    No, that should not be a problem. What if you added the following line to the capture function of the SkyProbe.cs script?

    Code (csharp):
    1.  
    2. cam.useOcclusionCulling = false;
    3.  
    Unity's RenderToCubemap functionality is also pretty glitchy sometimes. I've seen entire faces render incorrectly, only to be fixed by moving the probe position slightly.
     
  6. monkeyscience

    monkeyscience

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    Looks like a gamma/color-space issue. Make sure the input and output RGBM images (the actual .PNG textures) are not linear and allow Skyshop to fix textures when prompted with the "Fix Now" dialog (new to Skyshop 1.06).
     
  7. kilik128

    kilik128

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    i have this on log after import last version
    Assets/Marmoset/Skyshop/Editor/SkyProbe.cs(29,37): error CS1061: Type `Camera' does not contain a definition for `SetReplacementShader' and no extension method `SetReplacementShader' of type `Camera' could be found (are you missing a using directive or an assembly reference?)
    Assets/Marmoset/Skyshop/Editor/SkyProbe.cs(32,29): error CS1061: Type `Camera' does not contain a definition for `RenderToCubemap' and no extension method `RenderToCubemap' of type `Camera' could be found (are you missing a using directive or an assembly reference?)
    Assets/Marmoset/Skyshop/Editor/SkyProbe.cs(35,37): error CS1061: Type `Camera' does not contain a definition for `ResetReplacementShader' and no extension method `ResetReplacementShader' of type `Camera' could be found (are you missing a using directive or an assembly reference?)
     
  8. p87

    p87

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    Substances, for whatever reason, do not work as input textures for the terrain textures. If you take a substance and try to drag the outputs into a terrain texture slot it won't take it. Or else, i'm doing it wrong.

    There are free demo substances available. It would be awesome if you could take a look sometime, as I'm fairly sure it's not possible with the default unity terrain. The Substance Terrain tool that allegorithmic released has a replacement terrain shader that made it possible. It would be cool if the skyshop shader could handle substances some how.
     
  9. OhRyanOh

    OhRyanOh

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    No this has no effect. I've even tried to replace the texture import settings to all use TrueColor instead of Compressed and its still a nogo. I am using the assets from Ancient Environment pack and am able to switch out shaders and make them look good for everything but the trees or anything that was made in Tree Creator. I am just using the Tree Creator Leaves Fast for now since it does work. When I set the Camera Exposure to 0 everything goes dark like it is supposed to so I know I at least have most of it functional.

    Another question is do I have to use TrueColor for all of the asset textures as well or can I keep them as Compressed as they look descent compressed. Didn't know if there were special things that these shaders could take advantage of by using TrueColor that couldn't be done in compressed...
     
    Last edited: Mar 5, 2014
  10. monkeyscience

    monkeyscience

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    You can compress any of your own textures (diffuse, spec, etc) but I wouldn't attempt compressing the RGBM cubemaps or panoramas.
     
  11. methano

    methano

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    Hey Monkey S. -thanks for taking the time to help me w/ something that's outside the scope of this thread. I put the code in; but still got the same result- So I'm taking another path for getting the cubemaps; I know this is not an issue related to SkyShop. I'm a great fan of both Marmoset products and your terrific product support. Hopefully my questions have not driven you bananas. . .
    thanks again.

    M
     
  12. Essential

    Essential

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    I'm very interested to learn more about how this can change the look of a scene. The example images look great, but sometimes I find it hard to tell what is tech and what's highly detailed and baked texture work. Are there any before and after pics/videos comparing with the default Unity shaders?
     
  13. monkeyscience

    monkeyscience

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    Check out the Moped Web Demo. Uncheck Diffuse IBL and Specular IBL and you'll see only Unity's direct lighting.


     
  14. tripknotix

    tripknotix

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    Heya Monkeyscience,
    I had a question about the Vertex Color shader.

    Is this like the Unity 2d shaders that let you store the Vertext Color in the inspector from a component.

    Then, at run-time, the shader gets -diffuse- set to that color, so that the gpu handles coloring the object's vertexes based on the -diffuse- input color.

    This way 5 different objects using the same material, can have their color changed at run time. but only use 1 draw call?

    Is that what the vertex color shaders are for?
     
    Last edited: Mar 7, 2014
  15. Elowan

    Elowan

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    HI there,

    I wonder, if someone already found out, how to „map“ the following:


    PBR workflow (Substance Designer 4 / Substance Painter)

    You usually get texture outputs, named “diffuse”, “normal map”, “roughness”, “metallic” and “heightmap” in such a workflow.

    Now- what will be the corresponding texture-slots in skyshop?

    For example, in “Marmoset/Bumped Specular IBL” shader I can see, there is a “Gloss” in the alpha of a specular map, normal map and a diffuse with alpha channel.

    Ok, diffuse and normal map are pretty clear ;)
    But where goes the metallic map and the roughness?

    So – how does the PBR workflow/texture outputs fit into this shader?

    Or will another shader-set, like “Rust Alloy” be suited better for PBR workflows and got matching texture-slots?


    Kind Regards,

    Elo
     
  16. erana79

    erana79

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    I think Alloy supports Skyshop. You if you have their shaders for PBR + Skyshop you have both worlds combined.
    Correct me if i'm wrong
     
  17. EthanP

    EthanP

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    Hi, I have some confusion with the HDR encoding of Skyshop. After some brief view of the source code I found that:

    1. the .hdr radiance file is RGBM encoded into a .png file during import
    2. then during convolution, pixels of the png file is read into a Color[] array, which is of no problem to hold these RGBM encoded data
    3. but during decoding the "range" of the RGB value can be over 1, but Skyshop still use Color[] array to hold these data, isn't the correct value being clamped and produce the wrong result?

    I believe the multiplier "6" in the RGBM encoding can be regarded as "exposure extender" so that the dynamic range of a RGB value increases from 1 to 6^2.2 in the gamma corrected case, so that during encoding we need to divide by 6 but during decoding we don't need to multiply 6, otherwise the result would exceed 1. Am i correct?
     
  18. Elowan

    Elowan

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    I feared that - so skyshop is not fitting (fully) into PBR workflow and I have to buy another shader.
    thanks for reply
     
  19. Karearea

    Karearea

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    Hi Guys, just getting into some World Machine terrains for a flightsim, they look fantastic in Skyshop. Just wondering if anyone made a water shader? I have a material that looks great with the Mobile> Bumped Specular IBL shader, but is obviously static. If there were a way to mimic the behaviour of the Unity simple water shader animated normals it would be perfect. I'd hugely appreciate some help to get that effect if possible, or ideas to achieve something similar in Skyshop. Thanks!
     
  20. EthanP

    EthanP

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    OK, I have check it myself.

    Unity actually uses float without clamp to hold each component of the Color class, although the document states that "Each color component is a floating point value with a range from 0 to 1". So it's no problem to hold RGBA value whose compoents exceed 1, and during rendering in the shader a simple "divide by 6" HDR to LDR mapping is used.
     
    Last edited: Mar 8, 2014
  21. p87

    p87

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    Hey mate,

    question about the Terrain IBL spec shader. Is there any way to make the texture inputs on the terrain shader / material override the terrain system's texture inputs?

    The reason I ask, is because I can use substance generated outputs on the shader's texture inputs, but Unity does not allow you to use Substance outputs for terrain texture layers via the "Add Terrain Texture" thing.

    I understand the terrain system requires you add the texture inputs for it to generate the texture layers. That's fine, I can deal with that. But I don't want to use those textures; I can't use Substances in those inputs. It would be great if there was a checkbox somewhere allowing me to override those textures, and use the textures I specify in the material/shader inputs instead.

    Is this possible? I have not been able to get those textures to override the terrain textures. And I don't want to import my terrain as a mesh.

    $Untitled-1.png
     
  22. Elowan

    Elowan

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  23. techmage

    techmage

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    For some reason the Mobile Bumped Specular IBL Fast shader runs REALLLY slow on the iPad Air and it has artifacts on it. This same exact shader and app runs really fast and looks perfectly normal on an iPad 2. Is there any fix to this?

    *edit*
    Just test it on an iPad 3 and the iPad 2 and iPad 3 run just fine, very fast and looks just fine. The iPad air runs really slow and looks artifacted. This is some deep level issue it seems with the GPU or something else. Can this be fixed somehow?
     
    Last edited: Mar 10, 2014
  24. Psychon

    Psychon

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    Monkeyscience I just recently bought SkyShop and I've been having a lot of issues viewing my content when swapping from windows to osx. Basically to me the windows side looks *correct* especially after I set the color space to linear. The problem is when I view the project on the mac. The first issue is that I can't change the color space at all (even though it's the same machine) and then all my lighting is blown out and in general doesn't look as good even when I drop down the settings. This carries over if I build to ipad/iphone it just looks blow out like the mac. Did I miss understand something? I based this of the official Skyshop tutorials about setting up linear space. Help would be appreciated. Thanks!
     
  25. monkeyscience

    monkeyscience

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    Yes, sort of. Unity does not automatically move diffuse color variation to vertex colors in 3D though, you'll have to set it up yourself. Vertex color is multiplied with the diffuse color before being applied to the diffuse texture.

    Another perk of vertex color: you can paint different colors per vertex, great for hand-painting shadows or color variation for tiling textures.
     
  26. DrewMedina

    DrewMedina

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    Im using these vertex shaders with a vertex color paint tool to convert lightmaps to vertex color.
    You drop the cost of the lightmap for a very low cost vertex bake that works very well. You do have to have some verts,
    Not good for very low poly.
     
  27. tripknotix

    tripknotix

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    I'm a little confused, the way unity describes it, sounded like the shader does this. Is it not the shader that supposed to assign the diffuse color variation to the vertex colors in 3d? I honestly i dont know how it works, they didnt really go into details in the unite videos. Would you be able to describe for me how i might do it and ill search google for the directions from that description?
     
  28. tripknotix

    tripknotix

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    Very interesting, yes im using extremely low poly, about 393 triangles for an entire 3 bedroom house with 2 baths and a garage =) . very proud that i got it that low. but its for mobile, plan to have about 100 of these (with lod boxes for far away ones) =)

    Thanks for the incite on what you did with it tho. in my case, i could really use the vertex coloring for saving wall colors, roof colors, ..ect with a single draw call =)
     
  29. GXMark

    GXMark

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    I have pointed out to Fernando of UMA that he sells Athena with a marmoset shader demonstration in the asset store. However he does not include this in the product. I did complain about this because its not fair game to lead people on showing a the UMA character in a way thats not sold with the product. I have been in contact with monkeyscience with a shader that i put together which works with skyshop and he confirmed that my shader was correct although there are some additional steps involved which i did not understand that well. Your welcome to my shader if you want it although i would prefer Fernando to post his shader he uses on the asset store since i dont think Marmoset have the time with much more prioritized things on the horizon.
     
  30. GXMark

    GXMark

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    I just wanted to post the image of integrating the latest Skyshop with Alloy. It works fine with Linear Color, Deferred Rendering, HDR Camera Setting. You simply have to drop the Specular Cube Map into the Alloy Reflection SkyboxSHBox.

    $skyshop-alloy.png
     
  31. GXMark

    GXMark

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  32. kilik128

    kilik128

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    it's possible to get help tut's and trick for optimize on mobile device
    i get lot of difficulty i lose lot of frame rate
     
  33. squared55

    squared55

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    How would this work with a game where you don't have a picture of the skybox, or there is no skybox at all? I can't exactly take my camera and shoot a picture of the interior of a space station.
     
  34. niosop2

    niosop2

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    But you can :) You can have skyshop generate skyboxes from one or more positions inside your level. Or just using a somewhat neutral skybox that has the same color scheme as the majority or your station would add a lot as long as the surfaces aren't too reflective.
     
  35. squared55

    squared55

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    Oh, awesome! I was worried because there weren't any indoor demos.
     
  36. monkeyscience

    monkeyscience

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    Hey guys! Some of you may have noticed my absence from the forums and delayed response times to support questions as of late. This is, I assure you, because I've been hard at work on something really cool :).

    We arrived at the GDC and set up our first-ever Marmoset booth this morning. We will be demoing the sum of our latest Skyshop R&D work (at booth 1041) in the fields of:
    - HDR reflection probes
    - Box projected cube mapping
    - Sky blending (oh em gee)
    - Multiple sky management
    - GPU-powered, super-fast, almost-real-time specular convolution
    - ShaderForge integration

    Here is a video play-through of the demo comprised of much Skyshop-fitted Asset Store art, and some donated assets from industry badasses:


    Much of this tech will be released in the next Skyshop release or two, though I cannot promise all of it at once. Leaps and bounds of progress have been made in the last few months; enough to make my inner engineer nervous about a massive point release, but they will also make game development with Skyshop much, much easier.
     
    Last edited: Mar 19, 2014
  37. KRGraphics

    KRGraphics

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    Holy S***!!! I hope you are bracing yourself for unity 5... the sky zones are EXACTLY what we need...
     
  38. copenhagenjazz

    copenhagenjazz

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    Wow that looks great! Very excited to see this!

    Any idea about when you will roll out these features?
     
  39. jcarpay

    jcarpay

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    Really cool!
    However, it would be nice if Unity could provide a fix that removes those annoying white dots, which can be seen in the video, that show up when rendering specular surfaces.
    This is a well known issue : http://forum.unity3d.com/threads/82887-Fireflies-Anti-Aliasing
     
  40. Deleted User

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    Wow, so it seems Unity 5 hasn't made marmoset redundant.

    I take it you guys will be making some PBR shaders for marmoset? (If you haven't already).. Looking great guys, this looks current gen AAA. Which is a compliment within itself..
     
  41. Elowan

    Elowan

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    This.
    Reading about Unity5 free "AAA built in PBR shaders and IBL" this morning... I thought - well, all the shader developers will be un-employed soon and maybe only the Skyshop skin-shader will survive and all the other shaders will be pretty obsolete…
     
  42. Elowan

    Elowan

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    ... will we see some substance integration, too?

    So, mainly there will be some additions/updates to handle multiply skies and the calculation of the convolution
    will be GPU-powered, so calculation of cubemaps for IBL will be much faster, is that right or am I missing something?
     
  43. tripknotix

    tripknotix

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    Finally using Skyshop properly in my mobile game, Just submitted the update for Zombie Ops Online a second ago and couldn't wait to post some screenies.
    $1.jpg
    $2.jpg
    $6.jpg

    It uses low resolution Baked lightmaps, and lots of IBL Specular. Next Update I will use the sky's master control to simulate Day/Night with 50% lit up lightmap. Also The lightmaps are baked with IBL thanks to Skyshop and Lightmap Extended.
     
  44. Archania

    Archania

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    Looks fantastic there tripknotix.
     
  45. Silly_Rollo

    Silly_Rollo

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    I'd say its a little early to say Unity's default implementation will sweep everything else from the field. New UI has been on the horizon for years so hard to say when their shader features will actually release not to mention Mecanim was awful at launch and took a bit more than a year to become production ready.
     
  46. FernandoRibeiro

    FernandoRibeiro

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    This is amazing! I've watched 3 times in a roll =D
     
  47. ronjart

    ronjart

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    Looking great. I would definitely be nice to have a comprehensive tutorial on how to light a scene that goes beyond just a single prop. with skyshop. I'm having a hard time understanding the different options.
     
  48. AlteredPlanets

    AlteredPlanets

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    OMG!!! Love it
     
  49. DrewMedina

    DrewMedina

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    Wow, loving the sky blending! How is it set up? I hope its in an upcoming release, will really use this!
     
  50. djweinbaum

    djweinbaum

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    These features are literally exactly my wishlist. Shader Forge integration and SKY BLENDING!!!! Super stoked. I'll now hold off on trying to make my own solution.
     
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