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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. Lars-Steenhoff

    Lars-Steenhoff

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    Aug 7, 2007
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    3,510
    tatoforever likes this.
  2. tatoforever

    tatoforever

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    Apr 16, 2009
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    4,361
    @churi24
    Looking creepy and beautiful! Frame time is really good for such video card!
    When are you launching?
    PS: Get to our discord channel and post those in the showcase section! Also to follow live update and chat with tons of community members, we provide support for anything related to graphics and non graphics too. :)
     
  3. churi24

    churi24

    Joined:
    Sep 17, 2013
    Posts:
    98
    Thanks! =)

    We still don't have a release date. I'm pushing to get it out sometime next year. The challenge is that I'm coding it solo but putting in full-time hours. My room is a cave right now :p. My artist friend and I haven't started optimizing the game yet. We'll see how it performs with four players. I'm using Photon Fusion. For being hardware that's around 12 years old or more, it runs really well. See you on Discord!
     
    tatoforever likes this.
  4. Graham-B

    Graham-B

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    Feb 27, 2013
    Posts:
    329
    Is there a way to use Amplify Occlusion post process OR HBAO post process with NGSS?
    Whenever I try to combine one or the other with NGSS, I get bleeding edges in my scenes.
    Enabling NGSS_Receiver_Plane_Bias makes them slightly less ugly, but still unusable.
    Switching to deferred rendering appears to fix it, but I'd rather not lose anti-aliasing.

    upload_2024-1-1_13-55-13.png
     
  5. tatoforever

    tatoforever

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    4,361
    Does the bleeding happens with NGSS only or Amplify Occlusion only? Or when both are enabled simultaneously? What are the NGSS libraries installed btw?
     
  6. Graham-B

    Graham-B

    Joined:
    Feb 27, 2013
    Posts:
    329
    I excluded the "UnityStandardShadow.cginc" file, and now everything is looking good. As far as I can tell, I think I can live without this one.
     
  7. tatoforever

    tatoforever

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    Apr 16, 2009
    Posts:
    4,361
    Ok, that was an old library that is not used anymore, I left it cause some people might still use it. Now if you run the NGSS Install Tool, you will see that it won't appears anymore (suggesting you don't need to install that).
     
    Graham-B likes this.
  8. tatoforever

    tatoforever

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    Apr 16, 2009
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    4,361
    Small patch just got submited, v2.4.2.3
    Features and Changes:
    - Fixed an issue when FrustumShadows is being used with multiple stacked cameras
     
    hopeful likes this.
  9. amachetel

    amachetel

    Joined:
    Feb 11, 2015
    Posts:
    2
    Still no functional solution for creating soft shadows with points and spotlights on WebGL?
     
  10. tatoforever

    tatoforever

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    Your friend asked on discord, and its working.
     
  11. amachetel

    amachetel

    Joined:
    Feb 11, 2015
    Posts:
    2
    Thank you. there is any way to calculate the shadow not on all frames but on demand and freeze the shadow when we no longer want it to be calculated ?
     
  12. tatoforever

    tatoforever

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    If you are manually sampling shadows yourself yeah, you can capture light shadowmaps at any moment, disable shadows for that light and keep sampling the same shadowmap without updating it. Sort of how shadows cache works but you have to manually copy it and sample it in your shaders.
     
  13. yasirkula

    yasirkula

    Joined:
    Aug 1, 2011
    Posts:
    2,848
    Hi, I have v1.9.6 of the plugin and am using directional shadows in a mobile project. Could you tell me the major changes that would affect my use-case if I upgrade to v2? For example, optimization is very important since this is a mobile project.
     
  14. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,361
    For mobile you are probably not missing much tbh, the filtering technique is very similar PCF. You might want to keep it if it works the way you want. If you have plans to support other platforms, then yeah you might want to get the latest version which include a lot of visual improvements to shadows.
     
    yasirkula likes this.