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Showcase New URP plugin: Screen space GI - Zero bake time!

Discussion in 'Global Illumination' started by Michiel-Frankfort, Aug 27, 2022.

  1. Michiel-Frankfort

    Michiel-Frankfort

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    --------------
    Update: V1.0 is live in the store! V1.1. coming soon!
    --------------


    Hi guys, I'm posting my progress here to see what you guys think of this asset.

    MF.SSGI - Kowloon - Alley.png

    Why Screenspace?
    - No bake time
    - Artist friendly
    - Most important: Effective way to add HQ lighting to dymanic objects or even generated scenes.

    No bakes required, just add a renderfeature, drag and drop some quality settings and boom! GI everywhere, super artist friendly.

    Check out the video!

    MF.SSGI - V1.1 - WebGL demo scene - Compare.jpg

    MF.SSGI - BlitzGT - Factory - Car - Lightprobes.png

    MF.SSGI - Kowloon - Props shadows.png

    Let me know If I should continue this asset and give me all the feedback/suggestions you like.


    Thanks!
     

    Attached Files:

    Last edited: Jan 12, 2023
    Alpha_CaO, NotaNaN, Gametyme and 9 others like this.
  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

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    Nice work! Might want to show it off it the URP sub-forum as well.
     
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  3. Hypertectonic

    Hypertectonic

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    Looking good. How performant is it? My dream is to have something like this for WebGL, since I can't use the precomputed realtime GI, and its incredibly constraining when trying to do some interior scenes or a bit of dynamic lighting... and baking lightmaps means lots of textures to download.
     
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  4. Michiel-Frankfort

    Michiel-Frankfort

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    Hi! Thank you for your question.

    I'm currently testing on Viking Village, a decent showcase with lots of geo and complex shapes. There HD drops from 120 fps to 110/105. In QHD it drops from 60 to around 22. So it's super screen-res limited at the moment because it's very memory intensive. Ofc this is early showcase and I'm looking in to it. My dream is to get such high performance that 2 passes are possible to fake 2 ray bounces and even implement 2.5D raymarched shadows.

    I will do another showcase soon, I already have some new stills ready. Once the asset is assetstore ready I will give away some keys for free for testers, so let me know If you are interested.
     
    Lars-Steenhoff likes this.
  5. Michiel-Frankfort

    Michiel-Frankfort

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    Hi, yes that's a great idea! I'm working hard on new showcase material, I will post it there the next time
     
  6. Michiel-Frankfort

    Michiel-Frankfort

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  7. Michiel-Frankfort

    Michiel-Frankfort

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  8. Michiel-Frankfort

    Michiel-Frankfort

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    I posted some more screens, I will wait for a future big update before I post to the URP sub-forum, but these screens I couldn't resist to share.
     
  9. Michiel-Frankfort

    Michiel-Frankfort

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    Hi, just a little update: I just reached 100 FPS on 4K! I focused on performance in the past few days and it payed of bigtime.
    SSGI - 4K test - 100fps.png

    Next is to optimize the de-noiser used to upscale the SSGI pass. As you can see its a bit spotty, but there is a clear pathway how to get rid of it and make it super smooth
     
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  10. Michiel-Frankfort

    Michiel-Frankfort

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    Just prototyped some Raymarched shadows...
    SSGI - Raymatched shadows.png
     
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  11. ejoflo

    ejoflo

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    yes, please continue working on this asset! you've got fans :)
     
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  12. Michiel-Frankfort

    Michiel-Frankfort

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    Thanks!
    For the fans: Each pixel traced has its own 2.5D ray-marched shadow. You can see that the entire wall casts light and is occluded accordingly. When the black box appears in front of the wall, you can see the shadows move around in a physical correct way.

    I know the GIF is poor quality (due to Unity forums max upload size), I will create a full fledged feature demo once my lasts features are in. Right now this is till Work-In-Progress...

    SSGI - Raymarched shadows - short2.gif SSGI - Raymarched shadows.jpg
     
  13. Michiel-Frankfort

    Michiel-Frankfort

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    And a little closeup of the debugger...

    SSGI - Debug views.png
     
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  14. Michiel-Frankfort

    Michiel-Frankfort

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    I got challenged by a colleague to do a Cornell Box. What you see here:
    - No baking, no Unity GI, all realtime
    - It will be part of a online WebGL demo soon!

    MF.SSGI - Conrell Box challenge.jpg
     
  15. Michiel-Frankfort

    Michiel-Frankfort

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    mf.ssgi_-_samplescene_-_2022-09-08-17-15-18_-_off.png mf.ssgi_-_samplescene_-_2022-09-08-17-15-16_-_on.png mf.ssgi_-_samplescene_-_2022-09-08-17-13-13_-_off.png mf.ssgi_-_samplescene_-_2022-09-08-17-13-09_-_on.png

    SSGI also works great on toony assets! More soon to come...

    mf.ssgi_-_samplescene_-_2022-09-08-17-13-09_-_on.png
     
  16. Michiel-Frankfort

    Michiel-Frankfort

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  17. Michiel-Frankfort

    Michiel-Frankfort

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    I have a WebGL demo ready. Its still WIP as I will add more showcases to the build over time.

    You can play it here!

    Controls
    - Space = Toggle Orthographic cam
    - Enter = Enable/Disable SSGI
    - WASD = movement
    - Right-mouse drag = camera rotate
    - Shift = speedup

    Note: If performance is poor and you are running on a laptop, please make sure your webbrowser runs on your NVidia/AMD GPU, and not the Intel integrated graphics!
     
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  18. ejoflo

    ejoflo

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    just tried the demo and it looks amazing! great work.
     
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  19. Michiel-Frankfort

    Michiel-Frankfort

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    Thank you!! I'll try to add more demo's soon!
     
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  20. Zellator

    Zellator

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    This is incredible. Great job!
    Any ETA to get on the Asset Store?
     
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  21. Michiel-Frankfort

    Michiel-Frankfort

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    Hi!
    Thanks!!

    I'm posting more updates over at the URP subthread, so for latest progress check it out here!

    To answer your question, I hope to have it ready by the end of October for URP and Built-in early 2023.
     
    Lars-Steenhoff and Yuchen_Chang like this.
  22. Wattosan

    Wattosan

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    This looks incredible!

    Your progress seems really fast. I really wonder why Unity hasn't made an in-house version of something like this. I'm not saying this is easy, I am just saying that if you have such professional in a company like you are (if they have such people of course) it would be really amazing for all Unity users to have access to something like this. So thanks for making something like this accessible!
     
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  23. Michiel-Frankfort

    Michiel-Frankfort

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    Wow, thank you for your kind words! That truly keeps me motivated to push this even harder.

    In all fairness Unity does have this talent and they have a simular feature in HDRP. Maybe not as extensive in features like MF.SSGI but still it's there.

    So I thought let bring this to URP, as there is no technical reason why it shouldn't be possible.

    I'll post some new progress soon!
    Cheers
     
  24. KinCider

    KinCider

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    launching day?

    - is it based on voxel something?
     
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  25. Michiel-Frankfort

    Michiel-Frankfort

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    It's not based on voxels, it's more like 2.5D horizon-based approach where you can think of the depth-buffer as a giant height-map, looking at a world top-down. So to check if a pixel is lit, I scan the environment for lightsources and see if it's occluded by 'mountains' of depth. By using higher mip-levels further away from the target-pixel I can collect average colors over wider range of pixels, giving smoother results. Plus some serious post-SSGI noise reduction to smooth it all out.

    Cool thing is that is classic HLSL code running on OpenGL or DX11.

    Launch date: October is doable! It's feature-complete atm, just optimizing performance and image stability. Then I need some serious showcases so it will look shiny in the assetstore and ofcourse documentation + tutorials
     
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  26. ZhavShaw

    ZhavShaw

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    Looking forward to it!
     
  27. ssami7558

    ssami7558

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    Can you know specifically when it's October? I'm so looking forward to it.
     
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  28. Michiel-Frankfort

    Michiel-Frankfort

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    Hi!

    I'm pouring in as much spare time as I can afford, end of October is most realistic I'm afraid..
     
  29. Michiel-Frankfort

    Michiel-Frankfort

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    Hi all!

    I posted new updates on the main Forum thread here: Link to thread

    I have updated the WebGL demo's, you can find screenshots and the playable demos there!
     
  30. Michiel-Frankfort

    Michiel-Frankfort

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    Check out Little Chicken's new game: BlitzGT!

    I just tested SSGI in Deferred-mode, here are some screens:

    mfssgi_-_blitzgt_-_heavy.jpg

    mfssgi_-_blitzgt_-_medium_rear.jpg

    mfssgi_-_blitzgt_-_medium_front.jpg
     
  31. Michiel-Frankfort

    Michiel-Frankfort

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    Just one more fore the fans :p

    SSGI - BlitzGT - BonedryMedium.jpg
     
  32. ZhavShaw

    ZhavShaw

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  33. kristijonas_unity

    kristijonas_unity

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    It would be cool to see this in motion. Have you considered uploading some videos with SSGI enabled?
     
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  34. Michiel-Frankfort

    Michiel-Frankfort

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    Yes I'm working on a showcase in BlitzGT, Little Chicken's new racegame. Especially the purple tunnel works well because the pink/purple panels in the back are animated shaders, so you see the light 'glide' over the car, its super fancy.

    Good showcases take a lot of time to setup unfortunately, so I hope to have something ready soon.
     
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  35. Michiel-Frankfort

    Michiel-Frankfort

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    I have updated the Demo's again. This time with a split-screen compare when hitting Enter.

    SSGI - coverage.png

    SSGI Showcase scene:
    You can play it HERE!

    Controls
    - Enter = Enable/Disable SSGI
    - WASD = movement
    - QE = Up/Down
    - Right-mouse drag = camera rotate
    - Shift = speedup
    - Space = Toggle Orthographic cam


    Viking Village demo:
    You can play the demo HERE!


    Controls
    - C = Toggle Animated/Third-person camera
    - Enter = Toggle SSGI ON/OFF
    - WASD = Movement
    - Space = Jump
    - Double-space & Hold == Fly
    - Ctrl = Decend

    NOTE: Please make sure your webbrowser is running on a dedicated NVidia or AMD gpu, not Intel integrated.
    NOTE2: Please clear your browser cache if the player crashes.
     
  36. Michiel-Frankfort

    Michiel-Frankfort

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    I uploaded a new Video!

    Its the basic SSGI setup I did for BlitzGT, Little Chicken's newest racegame. I hope you like it!

    Cheers!

    SSGI - BlitzGT setup - Youtube thumbnail.png
     
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  37. Michiel-Frankfort

    Michiel-Frankfort

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    Here you go ↑↑↑
     
  38. godfragger

    godfragger

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    First: When will the asset be released?
    Second: What will it cost?
    Third: Ah, nevermind, just take my money!
     
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  39. Michiel-Frankfort

    Michiel-Frankfort

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    Just wait until you see my new tech demo... big update dropping soon!
     
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  40. Michiel-Frankfort

    Michiel-Frankfort

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    Sneak-peek: I greatly improved the shadow quality & handeling of metallic/smooth surfaces!

    SSGI - Improved shadows.gif
     
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  41. 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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  42. godfragger

    godfragger

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    Looks awesome, any chance to help test the plugin? Or buying you a coffee? :)
     
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  43. Michiel-Frankfort

    Michiel-Frankfort

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    Yeah for sure! Send me a DM and lets see :)
     
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  44. Michiel-Frankfort

    Michiel-Frankfort

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  45. Michiel-Frankfort

    Michiel-Frankfort

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    Just a little status-update: Working on a my main showcase trailer! Here's a small teaser

    BlitzGT - Showcase teaser.gif
     
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  46. ssami7558

    ssami7558

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    Hello. I heard that it will be released around the end of October, but I wonder how it is going. I want to apply it to the project that is currently in progress, so I am waiting. Please let me know if you have a specific schedule. ^^
     
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  47. Michiel-Frankfort

    Michiel-Frankfort

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    Hi!

    I'm now aiming for the end of this month. Features are complete, I'm currently testing a lot and working on documentation/trailer etc.

    Send me a DM if you want to test it so you can get going.

    Sorry for the radio silence guys, I hope to drop my trailer this week!
     
  48. 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!
     
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  49. ejoflo

    ejoflo

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    congrats and looking forward to its release!
     
  50. JiRo_Dev

    JiRo_Dev

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    Also looking forward to its release, I am working on an open world fantasy RPG in URP, and it would greatly benefit from SSGI (Screenshot below is a shot taken in an area that I've been trying to fake light bounces in but with no luck lol). For performance purposes can we control number of bounces, range of the effect, or perhaps a mix of both with something like a cascade SSGI, sub 30m gets 2 bounces, above 30m gets 1 bounce, and disabled in above 100m...
     

    Attached Files:

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