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[RELEASED] Advanced Dynamic Shaders - GPU wind shaders

Discussion in 'Assets and Asset Store' started by BOXOPHOBIC, May 16, 2018.

  1. halecc

    halecc

    Joined:
    Dec 17, 2016
    Posts:
    33
    Im getting an invite invalid on the discord link.
     
    marcrem likes this.
  2. BOXOPHOBIC

    BOXOPHOBIC

    Joined:
    Jul 17, 2015
    Posts:
    511
    Hi. Good news, I found the issue. It seems that adding the path to the cginc according to the GPUInstancer wiki is not working, the shader needs the full path to the file. I will re-upload the package after the holidays. For now you can open the shader in text mode and replace the following line:

    Code (JavaScript):
    1. #include "GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc"
    with:
    Code (JavaScript):
    1. #include "Assets/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc"
    If you still have issues, please let me know :)
     
    praesidenter likes this.
  3. BOXOPHOBIC

    BOXOPHOBIC

    Joined:
    Jul 17, 2015
    Posts:
    511
    Hi. Converting ADS to TVE is already working through the prefab converter. The wind motion uses different math and the setting will need to be set again.

    The steps are simple:
    1. Convert the ADS prefab:
    upload_2019-12-23_12-48-46.png
    2. Set the motion setting:
    upload_2019-12-23_12-50-7.png

    A utility to converter all meshes at once would be ideal, but since the motion is completely different, I can't match the shader parameters and you will need to select and set them anyways, so the extra step is just the individual conversion process.
     
  4. BOXOPHOBIC

    BOXOPHOBIC

    Joined:
    Jul 17, 2015
    Posts:
    511
    Hi. I fixed the link, the invitation expired. Here is the once that is working:
    https://discord.gg/NMeA3Uz
     
  5. BOXOPHOBIC

    BOXOPHOBIC

    Joined:
    Jul 17, 2015
    Posts:
    511
    Hi everyone,

    The initial plan was to release TVE before Christmas, but development always takes more time than expected. Most of the features are almost done and the tools are quite stable, so the asset will be submitted early next year after some polish.

    If you are interested to try it out in its current state, just send me a message on discord: https://discord.gg/NMeA3Uz

    Happy holidays! :)
     
  6. Ryan-Hayle

    Ryan-Hayle

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    Feb 16, 2014
    Posts:
    142
  7. starfoxy

    starfoxy

    Joined:
    Apr 24, 2016
    Posts:
    184
    This looks excellent!
     
  8. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    Bought it already - looking forward to HDRP support!
     
    amynox likes this.
  9. Jakub_Machowski

    Jakub_Machowski

    Joined:
    Mar 19, 2013
    Posts:
    647
    Hello guys! We want to invite you our new teaser of The End of the Sun game announcing Kickstarter campaign where we use Advanced Dynamic Shader :)
    If you are interested in, add your email here. https://www.endofsun.com/crowdfunding/
     
    keeponshading, joshcamas and Neviah like this.
  10. amynox

    amynox

    Joined:
    Oct 23, 2016
    Posts:
    178
    Looking forward for SRP support to finally start using the new version !!!

    Any ETA on SRP support ?

    Keep up the good work
     
  11. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Pretty versatile.
    Some first test with Diffusion Profiles and Subsurface.
    Is there i way to see which Diffusion Profile is attached after droping the Material in the Slot?
    I have around 15 different and i found no way to see which ones i attached.

    Trying to get more sharp specs on the gras.

    1.JPG

    2t.JPG 3.JPG 4.JPG 5.JPG

    for inspiration.)
     
    Last edited: Nov 8, 2020
    one_one likes this.
  12. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    HDR is a free one from here.
    https://assetstore.unity.com/packages/2d/textures-materials/sky/unity-hdri-pack-72511
    Perfect for testing with and against sun.

    5.JPG

    lowt.JPG

    nit.JPG

    upt.JPG

    btw.
    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.
    Probably it works for the rain. Will check.


    upload_2020-11-8_1-51-56.png

    from Unity Graphics Repro
    https://github.com/Unity-Technologies/Graphics.git
    TestProject.
    https://github.com/Unity-Technologies/Graphics/tree/master/TestProjects/VisualEffectGraph_HDRP
     
    Last edited: Nov 8, 2020
    one_one likes this.
  13. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    Looks very cool - good find with the depth module, I've been considering doing something like that for rain for a while, so it's good to hear that Unity is working on that already!
     
    keeponshading likes this.
  14. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Hi,

    if have some problems with SpeedTree8 conversion.
    Here 3 Trees from same Asset Package.

    Left Tree - ok
    Middle and right tree have some flat brown bark wobbelling and the end. (marked red circles)

    I used for all 3 trees same settings.
    SpeedTree_Applesettings.JPG

    SpeedTree_Apple.JPG

    Do you have an idea what to do?
     
  15. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    The Cross Fade is working when i use the Vegetation Engine Speed Tree 8 Shaders who are GPU Instancer compatible.
    After setting up instances with GPU Instancer Prefab Manager cross fade is not available anymore.
    Do you know know a solution or do you have a recommendation?