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[Next-Gen Soft-Shadows 2] Sophisticated dynamic penumbra Shadows for Unity

Discussion in 'Assets and Asset Store' started by tatoforever, Nov 8, 2016.

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Would you like to buy this on the Asset Store? If so, how much?

Poll closed Jul 10, 2017.
  1. I like it to be priced between 20 to 10$.

    56.8%
  2. I like it to be priced between 10 to 5$.

    39.0%
  3. Zero $, I'm not interested, I love my Unity's default aliased, pixelated horrid-shadows.

    4.2%
  1. tatoforever

    tatoforever

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    If you don't see NGSS shadows while having Cascaded Shadows disabled, it means you didn't installed the Libraries.
    When you install the libraries, you get a confirmation message on the Installer window and the Editor console.
     
  2. PROE_

    PROE_

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    Feb 20, 2016
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    Hi, I'm making The Sims like building system in my game and I need to update shadows only when something is moved, does your solution support semi-dynamic shadows? Ah and if it does, can moving characters get dynamic shadows at the same time? I've read post from a long ago with you saying that it can be added with 2.0 release but I'm not sure if this feature is available or not :)
     
  3. tatoforever

    tatoforever

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    @PROE_,
    Yes, that feature I'm working on is called "cached shadows" and it consist of two depthmaps, one for static object (that is baked at user will) and one dynamic. Both depthmaps affect static and dynamic objects.
    Cached shadows will be available either in v2.3 or v2.4. So is planned yes. :)
     
    Last edited: Sep 19, 2019
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  4. N00MKRAD

    N00MKRAD

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    Woah this sounds really interesting! Looking forward to that.
     
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  5. PROE_

    PROE_

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    Great, I hope it will get released pretty soon :D
     
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  6. wwg

    wwg

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    Apr 2, 2014
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    121
    @tatoforever - I've removed the previous version of NGSS and installed the latest. I add the NGSS_Directional script to my sun light and added the NGSS_FrustrumShadows script to the main camera (and drug the sun light into the Main Shadow Light property. It looks pretty nice, but I've noticed that the NGSS_Directional script doesn't seem to have an impact. I can change parameters, or even disable it and nothing changes. What am I missing?

    Also, is NGSS intended to totally replace Unity default shadows? I've disabled the Unity shadows and the contact shadows and distant tree shadows look good, but there is no tree shadows when the camera gets close to the tree. If I enable the Unity shadows then the close-up tree shadows work.

    Thanks!
     
    Last edited: Sep 28, 2019
  7. tatoforever

    tatoforever

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    Can you show me an image of your Graphics Settings? Maybe you are using a custom deferred renderer with other Asset Store packages, this can override the NGSS shadows if they use their own Unity version but there's a simple way to fix it.
     
    Last edited: Sep 28, 2019
  8. wwg

    wwg

    Joined:
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    Graphics Settings:
    graphics_settings1.png

    I am also using Overcloud, which has some screen space shadow effects.
     
  9. tatoforever

    tatoforever

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    In your built-in list of shaders. Can you send me the first file (Hidden/Internal-DeferredShading) through email support. I'm going to take a look at, pretty sure this guy is overriding NGSS shadows.
     
  10. id0

    id0

    Joined:
    Nov 23, 2012
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    Is it version for HDRP will arrive anytime soon? HDRP contact shadows is ugly &#it.
     
  11. tatoforever

    tatoforever

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    Hi,
    Is planned for the end of the year yes.
     
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  12. clagrens

    clagrens

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    May 19, 2017
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    Hi, I want to ask about the Frustum Shadows is no supporting point light?
    If I add a point light in Frustum Shadows cover area, point light has no effect. And some strange edge.
    QQ截图20191004191612.png QQ截图20191004191634.png QQ截图20191004192531.png QQ截图20191004192549.png
     
  13. clagrens

    clagrens

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    May 19, 2017
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    unity 2019.2.2 dx11
     
  14. tatoforever

    tatoforever

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    @clagrens,
    Frustum Shadows currently works with only one light and the distance it cast shadows is not limited to the light range. So if you have multiple local lights (one of them set as the frustum shadows light) it will case infinitely shadows (instead of light range) over the rest of lights causing weird shadows artifacts.
    This behaviour will be corrected for the next update.
     
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  15. Pheck

    Pheck

    Joined:
    Jul 9, 2009
    Posts:
    179
    @tatoforever

    Just to be clear on the frustrum shadow issue... I am also seeing it.

    Will your update specifically fix this:
    The frustrum shadows are not currently brightened by other lights rendering on the same pixels.
    In this photo the dark (black) parts of the rock are frustrum shadows from the moon/sun position. The point light in the players hand lights up the area, but not the frustrum shadow pixels.
    upload_2019-10-4_11-41-27.png

    If this bug will be fixed, when do you think the update will release?
    (thanks)
     
  16. tatoforever

    tatoforever

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    Hi,
    You can fix this by editing the NGSS library UnityDeferredLibrary.cginc and move the line 248 (frustum shadows sampling) to the line 224. Paste it just after atten *= UnityDeferredComputeShadow (wpos, fadeDist, uv);
    And re-install the Directional library of course. :)
    PS: It's already fixed for the next version.
     
    Last edited: Oct 4, 2019
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