Search Unity

RaindropFX - Realistic Camera Lens Rain Effect

Discussion in 'Assets and Asset Store' started by zhongtianhu, Feb 24, 2018.

  1. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Hi,

    do you know an method to render the rain surface over crest ocean hdrp.

    8.JPG

    all other test were great,.... here in combination with mkglow and unity pp.

    1.JPG

    2.JPG
     
    Last edited: Jul 26, 2020
  2. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi!

    Sorry for the late reply! RaindropFX HDRP implements the screen space version based on _ColorPyramidTexture, so I guess crest ocean may rendered after post-processing, so the ocean was not rendered when RaindropFX HDRP sampled the background.

    But I'm sorry I haven't used crest ocean, so I don't know how it is implemented. I cannot provide a specific solution for the time being. If you can leave me some detailed information about how the ocean is implemented, perhaps I can try to make some improvements.
     
  3. m0nsky

    m0nsky

    Joined:
    Dec 9, 2015
    Posts:
    257
    I've been thinking about buying RaindropFX for HDRP. Would it be possible to add decal support so I can "project" RaindropFX on my existing materials? I would like to use this on car paint for example, but I'm not sure if this is currently possible.
     
  4. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi!

    Currently RaindropFX does not support decal. But if you can write your own shader, you can pass the raindrop texture and wet texture to your own shader to draw the droplet effect. You can refer to the materialLinker.cs And wetSurface_ HDRP.shader in the package.
     
  5. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    CoverImage_V2-3_1950x1300.png

    RaindropFX Pro 2.50 (Standard & HDRP) is released!

    Asset Store Links
    Standard Pipe Version: http://u3d.as/1M4D
    HDRP Version: http://u3d.as/1Un5

    Added
    - dynamic wipe effect;
    - droplet pixelization for pixel style games;
    - screen rain mask.

    Video






    ScreenShots
    20200826221914.png
    20200826222434.png
    20200826222545.png
     
    Bartolomeus755 likes this.
  6. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,764
    So I bought this asset a few months ago but now it says it is deprecated, so is there no upgrade path to this version. Also is this now purely a screen space effect? Can the wipe etc be applied to a mesh at all?
     
  7. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi!

    I'm sorry I forgot to create upgrades from old package to the new package. It's now created.
    If you have bought 1.x version (for standard pipe and SRP in Unity 2018.4 and lower, deprecated), now you can upgrade to version 2.x with a few upgrade fee.(Since HDRP and URP in unity 2018.4+ using their built-in post-processing stack, now I have to maintain three different versions of RaindropFX, so the price has been slightly increased)
    If you have not bought 1.x, but have bought one of the three versions of 2.x, you can send me an email to get the other two rendering pipeline versions for free. (because unity stipulates that you can only upgrade from a lower price package to a higher price package, but the three versions of RaindropFX 2.x have the same price, so I can't create upgrades between them)

    The wipe effect is currently for screen space only.

    HZT
     
    Last edited: Aug 28, 2020
    Bartolomeus755 likes this.
  8. Bartolomeus755

    Bartolomeus755

    Joined:
    Jun 20, 2013
    Posts:
    283
    Awesome, thanks for adding the upgrade packages. Just purchased the HDRP version.
     
  9. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,764
    Will there be a none screen space wipe added?
     
  10. Bartolomeus755

    Bartolomeus755

    Joined:
    Jun 20, 2013
    Posts:
    283
    It works great so far, but any tips how to use Raindrops with Crest HDRP? I tried to change the render queue manually but without success.

    I tried to add the Object Space Version to my window objects, but then I can't see the water through the transparent windows. After changing the render queue, I get it working to see the water but then no effects from Raindrops are visible on the object.
     
    Last edited: Aug 29, 2020
    keeponshading likes this.
  11. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Yes, I'll add wipe effect for object space later.
     
    keeponshading and m0nsky like this.
  12. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,764
    Good news but at the moment your Asset Store page is very misleading as it shows numerous videos of the wipe effect working in Object space, should you not perhaps remove those until you actually have that feature included. I would be a little miffed if I ran through your example videos, bought the asset and found no object space system present.
     
  13. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    I'll try to figure out the problem. But I don't have an HDRP version crest ocean copy, so I might try to make the RaindropFX compatible with the standard pipeline version crest ocean for the time being.
     
    keeponshading likes this.
  14. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    All the wipe effect video is showing the system working on screen space, not object space. You can get the same effect as you can see on the video. The 'screen space' means wipers are in object space, but raindrops are in screen space. Currently the wipe effect is based on rendertexture, first we render the alpha channel of wipers, then subtract the wipers' part of the screen rain texture.
     
  15. aloneandsuffering101

    aloneandsuffering101

    Joined:
    Apr 21, 2018
    Posts:
    15
    Can you share where you found that cloth you used in the wipe preview?
     
  16. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Just a plane with 'cloth' component, it's pretty simple that you can create one by yourself. :)
     
  17. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Really great progress in the HDRP version.

    I could prepare an free to use uv unfolded windscreen with animated wipers if there is a need.

    Looking forward to use RaindropFX on an High End Car visualisations.
    Would be nice if you could integrate an special use case example for that.
    There further special effects like
    wind vector or lateral and longitudal g values you get from the driving physics to attract the direction of the raindrops.

    fyi. This is the discoord from crest
    https://discord.com/invite/g7GpjDC
    I am sure that they send you an Crest HDRP copy to check compatibility.
    The integrated boats (boat demo) have windows in real live too.)
     
    Last edited: Oct 14, 2020
    Bartolomeus755 likes this.
  18. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Okay, I will create a new version with external force. Btw, I have checked my mail box and the discoord account, but did not found the 'Crest HDRP copy'. (This is the first time I used discoord, maybe it stayed in a corner I didn't know?)
     
  19. Dam-Pete

    Dam-Pete

    Joined:
    Jun 11, 2010
    Posts:
    54
    Hello. I need an effect for HDRP that emulates someone diving in the water with a diving mask. How adjustable is RaindropFX? Would it be somewhat easy to adjust it to this end? And can I apply the foggy effect without the raindrops?
     
  20. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi!

    1. I don't quite understand this requirement. If you dive underwater, you don't need the effect of water drop movement, right? Or do you need to simulate the flow on the mask as the diver leaves the water?

    2. Yes, you can apply the fog effect without the raindrops.
     
  21. Dam-Pete

    Dam-Pete

    Joined:
    Jun 11, 2010
    Posts:
    54
    Thanks for your reply. Yes, the effect of water flowing on the mask. Would it be too difficult for me to adapt your effect to this purpose?
     
  22. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Hi,

    when you clone the Unity Graphics Repro
    https://github.com/Unity-Technologies/Graphics.git

    and you import the TestProject.
    https://github.com/Unity-Technologies/Graphics/tree/master/TestProjects/VisualEffectGraph_HDRP


    There is an great VFX Graph TestDemo called
    \Graphics\TestProjects\VisualEffectGraph_HDRP\Assets\AllTests\VFXTests\GraphicsTests\21_DepthModules.unity

    It spawn thousands of partices and has collision via depth with any geometry what is in camera frustrum.

    I thinks this would be absolut great and pretty forward if you can combine it with your screen space version.

    Water_DeptModulesII.JPG

    and same Folder
    Collision.unity

    Collision.JPG
     
    Last edited: Oct 25, 2020
  23. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    It may be difficult to simulate this effect with RaindropFX because it's a dynamic effect from "water flow" to "water droplet movement", but RaindropFX can only simulate the movement of water droplets for the time being. The effect of large flow cannot be simulated temporarily (SPH method is more suitable to simulate this effect).
     
  24. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Thank you for your suggestion! It looks interesting and I'll take a look.

    But I think it's more suitable for object space version than screen space version.

    I'm currently trying to add external force to object space version so that you can use it on your high end car visualisations. Force LUT generator is finished:

    微信截图_20201028184552.png
    微信截图_20201028184531.png
     
    keeponshading and Bartolomeus755 like this.
  25. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hey guys! RaindropFX HDRP version can now compatible with Crest Ocean HDRP, you can send me an email with your purchase number to try the fixed version for free!

    微信截图_20201103141505.png
     
    keeponshading and Bartolomeus755 like this.
  26. Bartolomeus755

    Bartolomeus755

    Joined:
    Jun 20, 2013
    Posts:
    283
    @zhongtianhu That is awesome. Great work, thank you! Send you an pm.
     
    Last edited: Nov 3, 2020
  27. Pandur1982

    Pandur1982

    Joined:
    Jun 16, 2015
    Posts:
    275
    Hello i have a question, i look for a Raindrop system for a Carwindow like Cloudpunk, will that work on a Carmodel with texture what dynamic movement have?
     
  28. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi! Dynamic motion support is under development, you need to wait for a while. ;)
     
    Pandur1982 likes this.
  29. Pandur1982

    Pandur1982

    Joined:
    Jun 16, 2015
    Posts:
    275
    Thx for your answer, i will wait so long ;)
     
  30. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614
    is it possible to create a water spray effect? Like i tap on the screen on a phone, and in that screenspace position a splash of water is instantiated and drips down according to physics of plugin?

    So like programmatically ill generate dynamic rain drops within a radius around tapped position on screen, and then let the plugin physics and settings automatically control the drops movement and stuff.
     
    Last edited: Nov 22, 2020
  31. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi!
    It's okay to generate raindrops at the position you tapped, and let them drop down, I can write a script for you to do it. But I don't know which kind of 'spray effect' you need, could you please post an image so that I can see if RaindropFX can do that?
     
  32. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614

    Wow if you could share a script that would be helpful, thanks, I could probably figure out the rest from there.

    The spray is like the one at 19:41 in this video:


    I'll play around with sizes and amount of drops spawned and all that kind of stuff myself, i just wasn't sure if its possible to programmatically spawn drops.

    Although i just had a thought, if i spawn a drop on top of another drop, do they interact to combine into bigger drops? and the bigger the drop the more it will flow down with gravity?

    or is there no interaction between drops?
     
    Last edited: Nov 25, 2020
  33. no00ob

    no00ob

    Joined:
    Dec 13, 2017
    Posts:
    65
    Hi,

    I have a problem. Whenever I enable the "wiper" option in the screen post-processing stack version, my rain droplets start to flicker on and off and all of the fog just disappears, the demo scene works fine though am I missing something? Changing the wiper object doesn't help either.
     
  34. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Watched your video, which is a little bit different from what I thought. I will try to do this effect, but it may not be as good as in the video.

    I used to create a version that raindrops can interact with each other and merge to a big one, but it's a bit slow. So in current version, if droplet A is overlapped with B, A just wipe the overlapped part of B.
     
  35. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Wipers should be put in a specific layer, default is 30, may be you have another big object in your scene and it's layer is also 30, so the camera is wrongly treat it as a wiper. You can try to change the wipe layer to another value.

    微信截图_20201202160439.png
     
    no00ob likes this.
  36. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    He. I use Vehicle physics pro and i get there
    vertical
    lateral,
    longitudal ,
    g values from the car.
    When you acecelerate, brake and so on you get these as output.

    I could check if unity physics car or some other example can output these too.

    I try to get reach this level.) + your dynamic wipe
    e.g When the car goes to right curve you simply get the according g value to move the drops to the left


    I have some whipers who i can animate correct against to the windshield.
    A also can render out a mask for the area the whiper cleans during animation or erverything what you need.
    Simply define it. I can send it to you.


    Unbenannt.JPG wh.JPG
     
    Last edited: Dec 5, 2020
  37. RamType0

    RamType0

    Joined:
    Sep 11, 2018
    Posts:
    67
    How can I dynamically scale screen size?
     
    Last edited: Dec 9, 2020
  38. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937

    FYI. In case you did not know. Here s an old Unity Proect with some nice stuff inside.
    It only runs in the 5.5 Editor and it is not maintained anymore.
    https://github.com/sasa42/RainDropEffect/tree/master/ProjectSettings

    e.g. drops left right movement over global wind parameter

    wind2.JPG


    For doing the water who is directly wiped by the whiper i plan to use in addition this Asset, Mudbun.
    https://twitter.com/i/status/1303257382676504579

    The rest could be done by your shader.
     
    Last edited: Dec 11, 2020
  39. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Oh, I watched the video, I think this effect is created by using 2D SPH method, each raindrop is a dynamic particle and can interact with each other and the wiper. RaindropFX is not suit for that effect. I'll try to recreate that effect by using new method.
     
    Bartolomeus755 likes this.
  40. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Thanks! I'll take a look.;)
     
  41. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
  42. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Hi,

    i did a fast test painting some rain particles on collision into the _maintex.

    The particles are camera view adjusted.

    2.JPG


    1.JPG



    When you fly fast forward or backward (end of the video) the rain particles change direction so that they could
    paint the camera plane or more influence the windscreen.


    Do you think this could be usable to mix with your technique?
     
  43. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi! Thanks for your sample scene! I have finished the HDRP version and sent it to your email.
     
    keeponshading likes this.
  44. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hey guys! New HDRP version RaindropFX is ready! The external force and the movement of the mesh itself can affect the flow direction of water drops. And dynamic wipe for object space is supported! Email me to try the new version! Video is in the attachment.

    (Update package of the RaindropFX HDRP version encountered some problems during publishing process in Asset Store, so the new version can't be put on the shelves temporarily. I've contacted the support team, the problem should be solved soon :))

    ScreenShot:
    微信截图_20201216183321.png
     

    Attached Files:

    keeponshading likes this.
  45. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    The new external force directions with debug gizmos are just awesome. Thanks.

    Rain_Direction.JPG
     
  46. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hey guys!

    I have received feedback from some users that the current HDRP version plugin cannot be used for the new version of HDRP (10.2.2). If you are using unity 2020 and HDRP 10.2.2, please wait for the new version.

    RaindropFX Pro HDRP version 3.0.0 is under development, and the roadmap:

    1. Add support for HDRP 10.2.2;

    2. Add dynamic wipe for object space version;

    3. Support for the external force and the movement of the object itself (affecting the flow direction of water droplets on object surface);

    4. Add assembly definition;

    5. Dynamic scaling of full screen raindrop texture (no longer need to preset the size at the beginning of the game);

    6. Controllable fogging speed;

    7. Optimize the overall efficiency of the plugin.
     
  47. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Preview of version 3.0 is complete! You can email me to get a beta version (at present, the setup of the wipe effect in the object space is a little complicated, it will be simplified later).
     
  48. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi! Does this meet your need? See attached video for details.

    If necessary, dynamic raindrops can be added randomly (they will slide down by themselves)

    微信截图_20201231185739.png
     

    Attached Files:

  49. tomraegan

    tomraegan

    Joined:
    Mar 28, 2016
    Posts:
    137
    Hi.

    Does this work in URP?

    Cheers.
     
  50. zhongtianhu

    zhongtianhu

    Joined:
    Jan 27, 2018
    Posts:
    69
    Hi!

    At present, there is no URP version.

    I will develop a URP version after 3.0 version HDRP and standard pipe plug-in is finished.
     
    tomraegan likes this.