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Next-Gen Screen-Space Edge-Bevel

Discussion in 'Assets and Asset Store' started by tatoforever, Jun 17, 2020.

  1. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,039
    NGSSEB or Next-Gen Screen-Space Edge-Bevel is a camera command buffer effect that smooth the look of geometry edges. Perfect for detached geometry such as CAD or ArchViz models or any model that requires a real-time soldering touch.

    Asset Store Link

    Media:


    NGSSEB_1_OFF.png NGSSEB_1_ON.png NGSSEB_2_OFF.png NGSSEB_2_ON.png

    Highlights:
    - Super optimized and fast, adjustable quality levels
    - Smooth look, perfect for scenes composed of models that need this edgy attached/soldering look
    - Plug and play, does not require any asset modification, just drag the script to your main camera and voila
    - Compatible with any built-in shader (custom or not), works only with deferred rendering
    - AR/VR/XR single-pass and multi-pass supported

    Install:
    - Just drag the script to your main camera and tweak the properties to suit your project quality needs

    Notes:
    - Does not work with Forward rendering
    - There's no normal map masking now, gbuffer gets completely filtered but future versions will provide per-object/per-pixel masking to fine tune edge bevels even more
    - If you are targeting mobile don't go crazy with the Quality, recommended on powerful devices only

    Future:
    - Improvements to the algorithm (better edge detection)
    - Screen space masking (per-object/per-pixel filter)
    - SRP ports (HDRP and URP planned for late 2020)

    Support:
    Email: support@psychozinteractive.com
    Discord: https://discord.gg/AXJGzsm

    As with our other products, our commitment and support to users is our top priority, if you are not satisfied you can request a refund. Money back guaranteed. :)
     
    Last edited: Jul 3, 2020 at 6:53 AM
  2. Vadya_Rus

    Vadya_Rus

    Joined:
    Oct 23, 2013
    Posts:
    9
    This is awesome! I've been looking for a solution that is comparable to Lumion's edge softness tweak. Is this able to be tweaked on a per-material basis or does this work across all materials and surfaces? If I were to integrate this with my own shaders using Amplify Shader editor, how hard would it be to plug this using a custom node?
     
  3. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,039
    Hi,
    In the first version is applied to the whole Gbuffer but I have plans to do a per pixel/per material mask to fine select how much you want to bevel in an mesh.
    You can use this plugin with anything that support built-in renderer, no action or change required, just add it to your cam and it works.
     
  4. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    219
    Finally! Really hope HDRP support comes soon
     
    tatoforever likes this.
  5. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,039
    @olavrv
    I need to double check where Unity is with SRP pipeline buffer injection first but both URP and HDRP are planned for this year. Alongside the awaited port of NGSS to SRPs. :)
    PS: Did I forgot to mention satisfaction guaranteed or money back?
     
    olavrv likes this.
  6. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    219
    We have used NGSS before, and it is amazing! The HDRP built in screeen space shadows / contact shadows - seems to have no filtering and a lot of artifacts
     
    tatoforever likes this.
  7. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,039
    NGSS frustum shadows does both contact and full frustum shadows with more configurable options including multiple filterings and even an experimental temporal filtering.
     
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