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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. kilik128

    kilik128

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    sorry make my noob again !
    i must get probe for specular on basic light ?
     
  2. Cascho01

    Cascho01

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    I am trying to set the Master Intensity from Javascript, but I don´t get reference to the sky-script:


    Code (csharp):
    1. var myIntensity:float;
    2. var marmoskyObject:GameObject;
    3.  
    4. function Start(){
    5.  
    6. marmoskyObject.GetComponent(Sky).masterIntensity = myIntensity;
    7. // Error: 'masterIntensity' is not a member of 'UnityEngine.Component'.  
    8.  
    9. marmoskyObject.GetComponent(mset.Sky).masterIntensity = myIntensity;
    10. // Error: Unknown identifier: 'mset'
    11. }

    Surely I miss something, could you help me here?
     
    Last edited: Mar 21, 2014
  3. hp5lamps

    hp5lamps

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    This look great! Good work and we should be buying this soon.

    Stupid question but how do you make those tags with the line pointing to an object in the video (for example, the 'Emmisive Materials' tag.) Im trying the Line Renderer now but Im really struggling to get it looking right. Im trying to get a single straight line underneath the text and a following line angled towards the object it should be pointing to.
     
  4. VenomUnity

    VenomUnity

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    Guys I need some feedback here. I'm having trouble understanding Skyshop. Here is a screenshot from a house model that I made. Can someone tell me if I'm using Skyshop right in this model. Bumped Diffuse IBL is the shader that I'm using.

     
  5. KRGraphics

    KRGraphics

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    Where is your specular and gloss?
     
  6. VenomUnity

    VenomUnity

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    Here is the setup for one of the materials

     
  7. KRGraphics

    KRGraphics

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    That is why I couldn't see your spec... I am not familiar with the occlusion shaders
     
  8. VenomUnity

    VenomUnity

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    What shader texture maps would you use for this model?
     
  9. KRGraphics

    KRGraphics

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    It is tough to answer... especially since I am using PBR shaders now... You should use the Marmoset Bumped Specular
     
  10. VenomUnity

    VenomUnity

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    I combined Alloy shaders Skyshop for lighting and this is the result I got until now:

     
  11. KRGraphics

    KRGraphics

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    Set the Main Physical properties all to 1. Those should not be tweaked...
     
  12. VenomUnity

    VenomUnity

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    Thanks for your advice. This is it with all of them set to 1. Guys maybe I'm being boring with all these posts so sorry :(

     
  13. kilik128

    kilik128

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    i got device present take 30ms

    $7FFUL.jpg

    please help !
     
  14. braaad

    braaad

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    This is caused by Vsync, not Skyshop ( well not directly). The frame has finished but it has to wait for the next screen refresh. If you drop below 60fps (or whatever your monitor refresh rate is) it will then skip every second refresh so it will go down to 30fps.
     
  15. kilik128

    kilik128

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  16. Kubold

    Kubold

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    Hi,

    I've been searching for answer for some time, but I just can't dig through to it.

    Can Skyshop blend between the cubemaps or not?

    Simple situation: The player is in the village. He goes inside a house. Lighting should smoothly change. Can it?
    Other situation: Player is in a bright red room. He goes to a dark blue room. Lighting should change.

    If you can smoothly change/blend the cubemaps in realtime, it's a must buy for me. If you can't, that means my games would be limited to one room (!) or open field, and that's pretty much useless.
     
  17. braaad

    braaad

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    You can currently switch between the global sky at runtime with code or you can set skies manually per material, but dynamic blending not yet. Here is monkeyscience's post and video regarding coming updates, this includes sky blending http://forum.unity3d.com/threads/18...EASED/page75?p=1560361&viewfull=1#post1560361
     
  18. Kubold

    Kubold

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    Ok! So right now it's unusable, unless you have a loading screen everytime you change the surroundings, but the new stuff will make it f-ing awesome! :) Than it's a must buy.

    God damn, I was kinda sad seeing how awesome UE4 looks. Now after seing this, I love Unity again :). With new Skyshop features it will look very similar to new Epic's engine. Amazing work Marmoset guys!
     
  19. tripknotix

    tripknotix

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    Can I make a special request for another mobile vertex color shader, MOBILE Vertex Color Specular FAST,

    I'm loving the vertex color shader, i did all the research, i now have zombie ops running a hundred houses, at 400 polies each all with different colors and shades, and only 6 draw calls !!!!!!!!!, but thats using mobile vertex color diffuse, i'd very much like to use a specular Fast version, but i suppose for now i will just have to take the extra lookup and transfer textures over to the specular with gloss.

    Also i'm not sure what Oclussion Diff is doing in the Mobile Vertex Color shaders. I can see why it would be in the mobile vertex occlusion shaders, was this a mistake?

    Thanks for pointing me in the right direction with vertex color shaders. wrote my own static batcher to go with the coloring at run time =)
     
  20. Kubold

    Kubold

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    Waaaaaiiiit..... So... if you can set different sky per material... can you blend between materials or something? (probably a stupid question, but that would solve the character changing sceneries problem)
     
  21. lazygunn

    lazygunn

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    You could, feasibly write it yourself, if youre that bothered, you're making a game I presume, so you'd be willing to invest time into a solution yourself that can serve fine until you get all the cool bits make your game for you the proper way. On a serious note, you should be more concerned and educated about a shading system that will define the look of your entire game, and should already be informed why skyshop wasnt useless prior to now and why the newer features coming are generous but dont invalidate the product prior to the updates. Skyshop doesnt have to provide your main source of light, its effect can give you a sense of things throughout a cohesive area, and if you want your game to enjoy the appearance pbr/ibl approah to shading, that would be a big decision and part of your design. Not exactly looking for an argument but that was plain rude
     
  22. Kubold

    Kubold

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    You took this "Ok! So right now it's unusable" out of context and got mad lazygunn. Sorry, that was not my intention.

    Ok, let me be more clear - of course it is not unusable as a whole, it's an amazing piece of software. It is unusable for my project at that moment. Meaning exactly, that I can not use it and reach the full potential of it in my game just yet. I want to use it and I will, I'm just waiting for that sky blending and will buy it, even if it's twice as expensive.

    Also you ignored the other part of the the post, where I said it's amazing and Unity can compete with UE4 with it. I'll try to be more careful with words, it's like a minefield... one wrong word and BOOM.
     
    Last edited: Mar 25, 2014
  23. lazygunn

    lazygunn

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    It's alright I can tend to jump on stuff like that anyways, apologies for the tone of my response. I would say that if your game is unformed enough as to make a decision on this then I guess it would be best to leave it later for some very useful new features, but it is quite a profound decision to make for your art and how you will create it
     
  24. DigitalAdam

    DigitalAdam

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    I keep forgetting to ask this, but does it typically take around 30 minutes to import Skyshop into a new project? If you're upgrading to a newer version, is there an easy way to decrease this time? Thanks.
     
  25. braaad

    braaad

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    It has to recompile all the different versions of all the shaders. That includes shaders for all the platforms and every combination of defined settings, eg. it has to compile two complete sets of shaders one for gamma and one for linear colour space.

    You could theoretically go through each shader and include, remove the conditional compilation directives and replace with explicit defines for your specific project. However this would require you to have access to all the shaders before import, if you are importing from the asset store you only get the unitypackage.

    I have never tried it but you might be able to kill the unity process when it starts compiling the newly imported shaders, edit the shaders outside of Unity and then start Unity back up. It seems like a lot of effort, I normally just let it run and do something else for 30 mins as it doesn't happen that often. There are other shader packages that are much worst.
     
    Last edited: Mar 27, 2014
  26. DigitalAdam

    DigitalAdam

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    Thanks.
     
  27. cadviz

    cadviz

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    Hi...
    First... Many thanks for Marmoset team all nice people sharing their experiments...:)

    Second... I have some HDRs when importing them by drag drop, no panorama image created and found 2 messages in the Console window...:(
    First one
    The second one is too long, here is some of it
    Hope someone can explain what is wrong, and tell how to fix...

    Edit
    Third... It is really great to discover that [Shader Forge] is integrated with Marmoset Skyshop....:)
    Are there any other compatable shaders...!!?
     
    Last edited: Mar 31, 2014
  28. monkeyscience

    monkeyscience

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    It sounds like Unity does not have read/write access to those filepaths in the errors. Make sure "Assets/HDR/DH211LX.png" and "E:\2014_April_Exterior Unity\Assets\HDR\DH211LX.hdr" are accessible by Unity (check file permissions, plug in external drives, etc).

    Alloy shaders work with Skyshop as well.
     
  29. KRGraphics

    KRGraphics

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    +1. They REALLY do.

    And speaking of skyshop, I was watching the GDC vid you posted and I saw the trigger zone setup. I want to set up a scene with multiple cubemaps like a separate space, will it be possible to set this up easily, or would I have to do it with box, bake, set up, test, box, etc? Because some of the cubemap locations are box based, especially for interiors.
     
  30. kite3h

    kite3h

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    How abount local Reflection?

    Is There Screen Space Local Reflection overwrite Like as RISE (crytek).
    or Use realtime convolutioin? or any other method.

    I used another SSR but overrapped reflection ( local + cubemap ).
    Would you have plan to support SSR ?
     
  31. endikaeguia

    endikaeguia

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    I'm trying to make local skies work following instrutions but nothing happens to objects inside sky boxes. Am I missing out something?
     
  32. tripknotix

    tripknotix

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    I'm just curious is the update with the multiple sky reflections/speculars from GDC, is that planned for this month, or when Unity 5 comes out?
     
  33. GXMark

    GXMark

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    TERRAIN SHADER 8 LAYERS NEEDED

    Is there any plans for making a specular terrain shader with 8 layers. The four layer shader works well but very limited at 4 texture splats in the terrain editor?

    Is there an easy way to modify the existing shader to use 8 layers?

    Otherwise i will have to use the RTP 3.1 shader which i dont really require because the results im getting with the marmoset are super!
     
  34. DrCalderone

    DrCalderone

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    What, if any advantages are there for me, if I have substance designer, modo, mari, zbrush, adobe whatever, and I primarily use Unity as a prefered game engine? Would it be beneficial to get the skyLab and not the regular marmoset package? Should I get them both? And why would I get one over the other, besides the fact that I use unity? Any help would be very appreciated!

    DrCalderone
     
  35. djweinbaum

    djweinbaum

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    Did you try adding a 5th texture layer on the terrain? Someone correct me if I'm wrong, but it appears a 5th layer simply has no sliders, and acts as if its spec and gloss are 1, and you can tune the values with the texture. Its true you can't import a splat map with more than four splats (you'd need some codec with more than four channels), but you can paint additional layers.
     
  36. monkeyscience

    monkeyscience

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    Unfortunately there is no SSR in Skyshop yet but third-party SSR solutions should work along-side Skyshop. You would want the SSR post-effect to sample and then overwrite what the Skyshop shaders are displaying. Skyshop reflections are then the big-scale, distant environment, and SSR gets you nearby contact reflections, which should always occlude the distant stuff.
     
  37. monkeyscience

    monkeyscience

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    The old way of applying local skies involves physics triggers and requires that all objects entering the trigger volumes to have physics colliders and I think rigid bodies as well?

    The new, upcoming way will work with all renderers and not require any physics or special components to be attached.
     
  38. monkeyscience

    monkeyscience

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    I am shooting for this month :).
     
  39. monkeyscience

    monkeyscience

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    There is only one Marmoset package for Unity, Marmoset Skyshop, and it is a rendering and lighting plugin for the Unity game engine. It enables Unity apps you build to render the content you've created in substance/modo/zbrush/quixel more pretty.

    If you are thinking of also buying Marmoset Toolbag, it is a stand-alone rendering product and has little to do with Unity directly. Toolbag is more of a visualization and preview tool, useful in the art creation process before importing any content into the game engine of choice.
     
  40. monkeyscience

    monkeyscience

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    The 5th layer should not have any spec or normalmaps, it should be diffuse only. However if you are familiar with surface and terrain shaders, adding spec and normals to these layers would not be hard.

    The first 4 layers are rendered with the shader: Marmoset/Shader/Terrain/Marmoset Terrain Specular.shader
    The subsequent N sets of 4 layers are rendered in a separate pass, and add-blended on top: Marmoset/Shader/Terrain/Marmoset Terrain Add Pass.shader

    You will want to uncomment some #defines in the add-pass file:
    Code (csharp):
    1.  
    2. #define MARMO_NORMALMAP
    3. #define MARMO_SPECULAR_DIRECT
    4. #define MARMO_SPECULAR_IBL
    5.  
    You will also need to make more controls for the specular for the layers 4-7. Use _Fresnel as an example, there are fresnel controls for the diffuse in layers 4-7"
    Code (csharp):
    1.  
    2.     _Fresnel4   ("Diffuse Fresnel 4",Range(0.0,1.0)) = 0.0
    3.     _Fresnel5   ("Diffuse Fresnel 5",Range(0.0,1.0)) = 0.0
    4.     _Fresnel6   ("Diffuse Fresnel 6",Range(0.0,1.0)) = 0.0
    5.     _Fresnel7   ("Diffuse Fresnel 7",Range(0.0,1.0)) = 0.0
    6.  
    Do not add control 4-7 or splat 4-7 maps. This section looksin the add-pass as the terrain engine wants it to:
    Code (csharp):
    1.  
    2. // set by terrain engine (and must be exposed this way)
    3.     _Control ("Splatmap (RGBA)", 2D) = "red" {}
    4.     _Splat0 ("Layer 0 (RGB) Spec (A)", 2D) = "white" {}
    5.     _Splat1 ("Layer 1 (RGB) Spec (A)", 2D) = "white" {}
    6.     _Splat2 ("Layer 2 (RGB) Spec (A)", 2D) = "white" {}
    7.     _Splat3 ("Layer 3 (RGB) Spec (A)", 2D) = "white" {}
    8.     _Normal0 ("Normal 0", 2D) = "bump" {}
    9.     _Normal1 ("Normal 1", 2D) = "bump" {}
    10.     _Normal2 ("Normal 2", 2D) = "bump" {}
    11.     _Normal3 ("Normal 3", 2D) = "bump" {}
    12.  
     
  41. djweinbaum

    djweinbaum

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    Oh dang I totally thought I was seeing spec in a test I did a while ago. That must have been totally baseless. In that case, only four layers is pretty slim pickings. Count my vote in for adding more. I actually don't know what I'm gonna do now for parts of my world. I don't know anything about shader writing.

    Oh yay I'm so excited! So will I be able to, for instance, fade between night and day skies in this update? Additionally, will this update finalize the shader forge integration? All the GDC stuff!?!? I can't even tell you how excited I am. I think I'm your biggest fan. Skyshop really turned my life around. It brought my family back together, got me off drugs, and also saved my dog from certain death this one time.
     
  42. twbowen

    twbowen

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    For some reason my mobile trasparent shaders are appearing as opaque? Any suggestions why this could be happening? They worked ok in prior versions on this device (HTC EVO 4G LTE).

    Come to think of it, blurring the spec doesn't seem to be working on mobile either.

    Thanks in advance.
     
    Last edited: Apr 8, 2014
  43. squared55

    squared55

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    I'm slightly confused about how indoor scenes work, or areas with different lighting. Would I need to make a new material for each and every room? Reason I ask is because I'm using modular level design, so I can't afford to make a hundred different materials for each element.
     
  44. Beardbotnik

    Beardbotnik

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    I imagine if you are using modular pieces then the rooms themselves will be similar squared, unless you have super mirror-like reflective surfaces then you could potentially use the same cube maps for each material. They are only approximations after all.
     
  45. monkeyscience

    monkeyscience

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    All of this will be tons different and tons easier soon, I promise. Right now you can either make separate materials (annoying but not necessarily a performance hit) or write a little script to apply a room's sky to all of that room's renderers.

    Code (csharp):
    1.  
    2. foreach( Renderer R in Room )
    3. {
    4.    room.sky.Apply( R );
    5. }
    6.  
     
  46. monkeyscience

    monkeyscience

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    Regarding transparency: are you using the latest Skyshop? 1.06?

    Regarding specular blur: unfortunately Android devices do not support the GL extension required for mipmapped gloss reflections. GL_EXT_shader_texture_lod is required.
     
  47. EmeralLotus

    EmeralLotus

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    Can you provide some ideas of ETA on the next update ? No pressure, just need some time frame for project planning.

    Cheers
     
  48. nasos_333

    nasos_333

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    I read there will be new Shader Forge nodes to make it fully compatible to Skyshop. When is that update planned ?

    Also i have some issues with the skies, i cant get simple skies to look good, they look too bright or strange, is there a way to convert the simple Unity skies into Skyshop ? i think an option to create a HDR map from just one image would be very cool and make the pack easier to use
     
  49. tripknotix

    tripknotix

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    Heya monkey,
    when i imported the skyshop update, all of the skies were pink. and i cant for the life of me figure out how to fix the skies, it took 2 hours to import skyshop, i'd really hate to delete the folder and reimport. is this something yovue seen before and know how to fix? BTW i tried reimporting skyshop but it wont import assets you already have imported. so that did nothing.
     
  50. cadviz

    cadviz

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