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Showcase MF SSGI for URP - Realtime Screen Space Global Illumination - DirectX 11 | OpenGL

Discussion in 'Universal Render Pipeline' started by Michiel-Frankfort, Sep 9, 2022.

  1. Michiel-Frankfort

    Michiel-Frankfort

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    Great question, I am working on that at the moment, not sure when I'll able to post an example of this, but is on the roadmap for sure.

    I do think that Reflection-probes are a good fallback, but I as that requires baking, most likely GI can be baked as well in such scenario.

    For example the Sponza scene, Unity realtime GI or other solutions like The Bakery will be super useful there as well, especially from a performance perspective.

    SSGI main usecase are dynamic objects (to replace lightprobes), dynamic scenes where baking is not an option (i.e citybuilders), and animated emissive shaders (i.e Billboards, etc). This is why I focussed on that first.
     
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  2. sacb0y

    sacb0y

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    My game processes low res reflection probes at run time due to changes in time of day.

    Generally it's not a problem even on mobile.

    So I'd look forward to this feature.
     
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  3. Michiel-Frankfort

    Michiel-Frankfort

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    Yes that would be perfect indeed! Can you show me your project somehow? Would be interested to see how SSGI would be implemented there
     
  4. sacb0y

    sacb0y

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    I can show a few screenshots.

    Might not be the kind of game you're looking for, it's a dating sim game to keep it short.

    But character is a huge focus which is why I asked before.
    unknown-1.png unknown-2.png unknown-8.png 2022-02-07 23-54-42.mkv_20220208_002230.858.png 2022-02-07 23-54-42.mkv_20220208_002356.934.png
     
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  5. Michiel-Frankfort

    Michiel-Frankfort

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    Looks amazing! I plan on showcasing characters as well. Just takes some time to set everything up.

    Thanks for sharing, I think a game like that definitely could use SSGI indeed. If you like, send me a dm and I can send you my latest version so you can try it.

    Cheers!
     
  6. sacb0y

    sacb0y

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    Sure I could give it a shot.
     
  7. Michiel-Frankfort

    Michiel-Frankfort

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    Sneak-peek for my upcoming new tech-demo: I greatly improved the shadow quality & handeling of metallic/smooth surfaces!

    SSGI - Improved shadows.gif
     
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  8. Michiel-Frankfort

    Michiel-Frankfort

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    Announcement: I'm doing a collaboration with Sherman Waffle Studios! His Kowloon City asset is just mind blowing so I asked him permission to use it for my showcase. He is the most kind en generous asset creator out there, so if you like it, show him your support!

    Check out his assets here (also available for HDRP and Built-in):
    https://assetstore.unity.com/publishers/41659

    His asset use beautiful lightmaps & baked GI, which I totally destroyed in this screenshot haha. I removed them to see if I can get close to baked GI with my SSGI tool. Here's an example:

    Kowloon - Elley - standing - red wall - Compare - small.jpg
     
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  9. impheris

    impheris

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    in my opinion that image and the shadows there are accurate
     
  10. impheris

    impheris

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    Not bad. Nice work
     
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  11. TyGameHead

    TyGameHead

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    So much ssgi assets coming and this one look interesting's really needs more push and more detail sorry text edit how's the performance. :);)
     
    Last edited: Oct 13, 2022
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  12. Michiel-Frankfort

    Michiel-Frankfort

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  13. Lars-Steenhoff

    Lars-Steenhoff

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    Yes it looks great, adds a lot of atmosphere to the scene!
    Did you try it on the switch?
     
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  14. Michiel-Frankfort

    Michiel-Frankfort

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    I wasn't able to try the Switch just yet. Hope to do that soon...
     
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  15. TyGameHead

    TyGameHead

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    I know this a silly Q. but any time soon will convert to built in as well just curious. :);)o_O
     
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  16. Michiel-Frankfort

    Michiel-Frankfort

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    Yess Built-in is next for sure! But I want it launched for URP, gather feedback, fix bugs. Then I'll port it. Not sure what the eta will for Built-in at the moment.

    Next will be a BlitzGT (racegame) tech demo. Stay tuned!
     
  17. PalmGroveSoftware

    PalmGroveSoftware

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    this looks excellent.
    any ETA on asset store drop ? currently open world - ish map with loads of vegetation ( gaia pro dynamic day/night cycles lighting .. )
    price on the low end would be nice, as most teams interested would be indies with very small (inexistent ? ) budgets, team of 2 here.
    Godspeed for the remaining work ahead
     
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  18. Michiel-Frankfort

    Michiel-Frankfort

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    I hope to wrap it before the end of the month. I'm currently in the process of writing documentation and creating showcases. Creating these showcases is crucial too, I spotted a ton of bugs and improvements that way.

    The price point will initially be around 40-50 dollars I think, perhaps that will change in the future.
     
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  19. pierre92nicot

    pierre92nicot

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    Hi, will this asset support VR ?
    Thanks.
     
  20. Spikebor

    Spikebor

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    This is so exciting! very beautiful solution.
     
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  21. Spikebor

    Spikebor

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    It looks like I do not need AO effect when using this, because the dark areas are dark already.
    Btw the demo only run at 100fps on my beefy 3070 (or is it limitation from web demo?).
    Can you drop a window demo with fps unlocked ?
     
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  22. Michiel-Frankfort

    Michiel-Frankfort

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    Hi, yes I think its because of WebGL. In editor I achieve 120 fps on my laptop 3070.
     
  23. Michiel-Frankfort

    Michiel-Frankfort

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    Sorry for the radio silence, very busy at home with my highly pregnant lady preparing the baby's room etc.

    I hope to drop the trailer this week. It's as good as feature complete at the moment, so send me a DM of you want to start testing right away.

    Cheers!
     
  24. Michiel-Frankfort

    Michiel-Frankfort

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    Good morning all!

    My apologies for the radio silence as of late, but I have a good reason for it: MF.SSGI is now feature complete! And I have a new trailer to celebrate it!

    CHECK IT OUT!
    Main trailer - Youtube thumbnail.png


    In the past weeks a lot has changed, ranging from improved performance, image stability, shadow quality, etc. The biggest changes are:
    - Post process volume override support
    - Performance: Demo-scene runs on a budget phone (Samsung Galaxy A52s) at 40-60 fps!!!
    - Improved image stability for small far-away props (thanks to @godfragger for helping me test)
    - Per-object overrides such as Omni-directional sources, toggle to disable shadow casing, light emit/receive overrides, etc

    I hope you like it!
    Cheers!
     
  25. Spikebor

    Spikebor

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    the image is enhanced by a lot, feel really cartoon-ish, but it's what I want to for my game.
     
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  26. buFFalo94

    buFFalo94

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    Hey your demo really look great
    But I'm more interested about mobile support i know A52 is budget device but how is performance of other scenes on that device
     
    Last edited: Nov 16, 2022
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  27. Michiel-Frankfort

    Michiel-Frankfort

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    Well I will have to run some tests. At the moment I don't have any good mobile showcases laying around as the assets I have permission to use are all PC targeted at the moment.

    So if you want to give it a try yourself, send me a DM.
     
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  28. Jes28

    Jes28

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    Hi

    Amazing asset
    It looks like it is a replacement for SSGI and SSAO in one go

    Do you consider to add SSR into it or at least local area SSR to mimic light propagation on slope areas like this:
    upload_2022-11-16_8-49-29.png

    Then it will be perfect candidate to replace SS( GI/AO/R ) altogether in one pass :)
     
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  29. Michiel-Frankfort

    Michiel-Frankfort

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    For BlitzGT we already use SSRR by Kronnect which I can recommend, but for some reason it doesn't pickup these details... With everything I've build so far, SSRR should be quite easy indeed as SSGI is a bit more complex I think.

    The effects do stack nicely though, if you make sure MF.SSGI is above the SSRR, the reflections will pick it up as well. In the screenshot below you can see that happen, although subtle..

    MFSSGI - BlitzGT - Medium Front.jpg
     
  30. Jes28

    Jes28

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    I Think I was misunderstood :)

    upload_2022-11-16_12-25-31.png
    I say about this areas:
    - on the bottom rect we have white highlight on the very edge of platform this highlight is reflection into skybox and because of this it is incorrect because it must be relation into scene behind and must be redish-violet not white
    - on top rect the same must/can be on red part of platform that on very edge will reflect into blue car.

    This is very small distance reflections like 2 to 10 pixels in screen space that must interconnect image the same way SSAO do with microshadows

    In first glance this (Microreflections) tech looks like perfect match for SSGI solution.

    Full Screen SSRR is somewhat bigger and potentially more performance intensive effect :)
     
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  31. marcell123455

    marcell123455

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    Hi Michiel,

    OK wow, this looks great!
    I have some questions: does it work in VR? the build in RP? without the need of using post processing volumes?

    thanks
     
  32. Michiel-Frankfort

    Michiel-Frankfort

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    Unfortunately I have to answer no to all three questions.

    Build-in support is on the roadmap once URP is ironed-out. URP is the future of Unity anyways as it will replace Build-in (if ever, but that's the plan I believe), so that's why I will focus on URP for launch.

    It does not support VR. Perhaps in the future as popular VR devices become more powerful. With the advent of the PS5 VR, it could become feasible to use these kinds of post effects, but after developing countless VR titles in Unity myself I learned that the restrictions and demand for i.e. Oculus Quest are simply not favorable for elaborate post-effects. This has to do with high resolution demands and memory-throughput limitations.

    The post-processing volumes can be set to 'global' so light-settings can be generalized per scene. And don't worry, all quality and core settings are not part of the volumes, so creating I.e ingame low/medium/high quality settings can be easily linked to the SSGI quality-settings as they are hot-swappable.

    It does support mobile, so who knows new-gen VR devices should be considered in the future.
     
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  33. Michiel-Frankfort

    Michiel-Frankfort

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    Hi all!

    I'm very close to release! A little status update on my side:
    First of all I added a feature that allows you to use Reflection-probes as a GI fallback. So if a lightsource is offscreen, but a nearby reflection-probe has it captured, the SSGI will use that instead.

    For example: In my updated WebGL techdemo you will find very bright green and magenta objects casting light. If you then turn your back on them, you will still see them emit light throughout the scene. Check it out!

    I also uploaded 3 tutorial video's! They will be part of the Unity Asset-store page once it's online. Also documentation is nearly done, so all in all it's getting there!

    Youtube: Quick setup tutorial
    SSGI - Quick Tutorial - Youtube thumbnail.png

    Youtube: Advanced features tutorial P1
    SSGI - Advanced Tutorial - P1 - Youtube thumbnail.png


    Youtube: Advanced features tutorial P2
    SSGI - Advanced Tutorial - P2 - Youtube thumbnail.png


    Hope you like it!
     
  34. leeharris_unity

    leeharris_unity

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    I'll be giving this a go when it hits the store, looks very promising :)
     
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  35. FlightFight

    FlightFight

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    Looks great! There is a bit of flickering going on in the WebGL demo by the way.
    Are there point lights inside of the cubes or is the light purely from the emissive surfaces?
    I'm excited to see the performance cost of this solution. HDRP's RX SSGI is quite expensive.
     
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  36. Michiel-Frankfort

    Michiel-Frankfort

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    Thanks!
    Yes, I'll tweak a few settings to reduce the flickering and update it soon.

    The big giant magenta cube does not have a light inside, its all SSGI. You can tell by pressing enter, you will see that it doesn't emit light anymore. Only a tiny bit of purple reflections from the reflection-probe nearby.

    The tiny moving light that passes behind the curtains does have a light inside, otherwise the Forward-rendered translucency on the cloth-shader wouldn't work.

    SSGI was never meant as a direct-lightsource replacement, but it's still something that can be done, hence the purple-cube moving around.

    Regarding performance; the webGL demo has 5-7 Fps hit on my Laptop RTX3070. I think that's a nice price to pay for such visual difference. In also have the basic scene running on a budget Mobile phone, it's in the trailer.

    I know the RX SSGI is expensive indeed. Not sure if this is faster tbh, it doesn't use RX at all, allowing me to target Mobile and webGL as well. It's all Shader-model-3 HLSL code.
     
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  37. marcell123455

    marcell123455

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    Hi Michiel,
    Well let's say, I would try to make use of it when it's ready for the build in RP. My mobile game won't be mainly for vr, but I plan to add it some time after release. I agree vr is a bit special, but the high resolutions should not be a problem. Can't you use some kind of downscaling to make it perform better? Also, I have not much experience with vr related to post processing effects, but isn't there something like single instances and multi pass rendering? Tbh. I don't know much about that but should not single instanced, as far as I understood single pass rendering, render everything in one image. No way it could it work or is there really needed more adjustment? Again, no idea if my understanding of this is correct.

    Thanks, looking forward to it!
     
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  38. Michiel-Frankfort

    Michiel-Frankfort

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    Hi,
    Yes technically it can be done for sure, and with the advent of more powerful mobile devices it could be interesting for the future.

    Build-in is next on my list, after release, I have some other improvements planned as well. I think the prio will be based on the amount of requests. I believe Build-in will be more useful to support first, then VR as that will help most people.
     
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  39. Lars-Steenhoff

    Lars-Steenhoff

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    @Michiel-Frankfort I’m
    also interested in build in support, because of the compatibility with older shaders, and ease of use. And for switch support please let me know if I can be of help test it on the device.
     
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  40. Michiel-Frankfort

    Michiel-Frankfort

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    Yess you help test for sure. If you can help me test the URP version for switch, that would be awesome. I promise that build-in will be next once URP is rolled out and bug-free
     
  41. Lars-Steenhoff

    Lars-Steenhoff

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    Yes I will be able to test URP too :)
     
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  42. Michiel-Frankfort

    Michiel-Frankfort

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    Alright, send me a DM and we can set it up! We can do it in Dutch too :D
     
  43. Michiel-Frankfort

    Michiel-Frankfort

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    Something is brewing....

    20221129_145356.jpg
     
  44. Michiel-Frankfort

    Michiel-Frankfort

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    Alright! I just did my big announcement on the 'Tools in progress'-page. Please show your support and like that thread, it will help me gain some traction there. Thanks everyone!

    Link to page
     
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  45. Disastorm

    Disastorm

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    When you say it doesn't support vr, do you just mean because of it's performance impact? Or does it actually not work properly like visual bugs or something? Alot of people also use PCVR which would potentially have the capabilities of rtx 3000 or even 4000 level GPUs.
     
  46. greene_tea92

    greene_tea92

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    Man, this looks breathtaking! Eager for release, keep up the great work! :)
     
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  47. Michiel-Frankfort

    Michiel-Frankfort

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    Hi all! Happy new year!

    I haven't posted here in a while because I'm mostly active on this forum thread these days, but I want to give a little status update:

    V1.0 is still pending for review!
    Yes... submitted end of November and I'm still waiting. I started 1360 in queue, now I still have 250 places to go. And then it will be reviewed for the first time, so who knows... it could even bounce. I did 2 assetstore projects 6-8 years ago and back then within 24/48 hours it was done. Instead of two days, most likely it will be 2 months before its released. Currently the Queue is schrinking with 50 a day, so with 250 to go I hope to be live in 1 week from now!

    Day-1 update: V1.1 ready!
    Thanks to the long waiting, I had some time to test and improve the asset. A ton of tiny bug fixes, but most noticeably a few new features have been added:
    • Light-direction encoding: correctly lights normalmaps even in dark areas.
    • Shadow denoise improvement: less flickering and improved image stability
    • GI reprojection: using Motion-vectors MF.SSGI is now able to 're-use' the GI from previous frames. New GI will be rendered if the reprojected pixels are 'old' or are misplaced. This allows for fast moving emissive objects to be rendered correctly.
    • New AA algorithm: At very little GPU cost edged will be detected and multiple samples will be validated, resulting in ultra-sharp AA, even if the GI is rendered at 20% Screensize.

    In general V1.0 looks way better thanks to the encoded light-directions/improved denoising/improved AA and it roughly doubles the performance (depending on implementation ofcourse). To celebrate I have a few things for you to try!

    Please come visit me at my main forum-thread here for the latest updates!


    SSGI - V1.0 vs V1.1 update - 3.jpg

    SSGI - V1.0 vs V1.1 update - 1.jpg

    SSGI - Samsung demo - 1.jpg

    SSGI - Samsung demo - 3.jpg
     
  48. Michiel-Frankfort

    Michiel-Frankfort

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    :D :D :D WOW! ITS LIVE!!!! :D :D :D

    I'm super happy to report that I'm caught a bit by surprise, but it's finally available in the assets store!!!

    To all my testers and people here on the forum: Thank you for testing, great feature requests and feedback and I hope to submit the improved V1.1 early next week!

    @Spikebor created an amazing video-review of the asset. Please show him your support and check it out!

    Love you all, 2023 will be exiting!
     
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  49. impheris

    impheris

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    i'm glad to see update on this, but, are you sure the v1.1 is accurate? or should i ask, are you going for realistic GI or a mix between GI and "beauty"? because (and again) the shadows on the v1.1 are not accurate and looks exaggerated
    In the following example:
    1.jpg

    ...And on the barrels, the v1.1 version looks like the barrels are ignoring ambient lighting, you can see how the barrels has shadows but the floor does not, looks off, at least to me.
    xzfx.jpg

    Am i missing something? (maybe that is the case xD)
     
    Last edited: Jan 6, 2023
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  50. Michiel-Frankfort

    Michiel-Frankfort

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    Yes, its still limited to screen-space and indeed the shadows are 'multiplied/boosted' in this example. So shadow intensity from 0-1 blocks just additive GI, above 1 (in this case 2.5) it boosts/darkens the Albedo. So yes, it is indeed not physically correct, but I indeed went for a 'beautification'. Just blocking GI would have resulted in much less contrast and that ofcourse is personal taste or art-direction. I could make some screenshots with GI vs blocked-GI vs multiplied GI.

    But great eye you have indeed!