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[RELEASED] Fantasy Adventure Environment - A stylized asset pack

Discussion in 'Assets and Asset Store' started by Jonny10, Aug 1, 2017.

  1. Jonny10

    Jonny10

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    [​IMG]
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    An environment asset pack inspired by the current 3D adventure games and of old.

    Stylized vegetation dots the landscape as your hero traverses the world in search of adventure.

    This package features several stylized natural assets, powered by custom shaders.

    Features:
    ► Custom shaders for trees and vegetation, to enable stylized rendering
    ► Bi-directional wind animation for vegetation and tree trunks
    ► Foliage bends away from the player
    ► LOD's and collision meshes for all assets that need it
    ► Tailored example environment scene

    Contents:
    ► 14 types of plants
    ► 3 Spruce trees
    ► 3 Birch trees
    ► 3 Stylized trees
    ► 1 Pine and Palm tree (more variants to be added)
    ► 4 tree bark Substance materials
    ► 7 Cliffs, to support your terrain (2k textures)
    ► 4 small rock clusters
    ► Stylized skybox panorama (up to 8k resolution)
    ► Procedural lens flare texture
    ► Localized sunshaft effects
    ► Fog sheet effect
    ► Falling leafs particle effect
    ► Stylized rock, grass, dirt and snow Substance terrain materials, customizable
    Post Processing Stack profile and color grading texture
    ► Limited version of the Stylized Water Shader

    Additional features:
    ► Cliff shader with (Triplanar) global color map and detail normals
    ► Plant textures are atlased by Substance, still allowing for customization, such as the color or stylized features.
    ► Grass appearance is completely customizable, down to the number of blades.

    Under development:
    - Tree billboard LODs
    - Update water shader to the beta shader from the Stylized Water Shader package (it will still be a "lite" version)
    - More Pine and Palm tree variants
    - Persistent grass bending
    - Improved grass terrain blending
     
    Last edited: Sep 19, 2017 at 2:11 PM
  2. Jonny10

    Jonny10

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    1.0.1
    Fixed:

    - Tree trunks and branches not moving synchronously when Static Batching is enabled
    - PigmentmapGenerator will now work with any uniform terrain size and position

    1.0.2
    Added:

    - Custom inspector for CliffAppearance script
    - Cliff coverage feature (snow, grass, etc)
    - Demo scene to showcase the cliff coverage functionality

    Fixed:
    - Shaders now work correctly on OSX

    1.0.3
    Added:
    - Billboard LODs for all trees. Allows you to have much more trees on screen.
    - LOD crossfading to cliff shaders

    Fixed:
    - Tree branches turning black on DirectX 9
    - Color bleeding on dead pine branches
    - Wrong material on Cliff_E LODs

    Changed:
    - Trees now have a capsule collider, so they work as terrain trees. Tree colliders have not been removed, you can use these instead if you wish
    - The Trees Substance container has been split up, each tree type has it's own container now.
    - Spruce_B is now a little more distinct from its counterparts.
     
    Last edited: Sep 7, 2017
  3. Elzean

    Elzean

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    @Jonny10 are you sure about the link ? For moment i have an error 404

    Edit: just saw in your profile that the asset is not appearing yet :)
     
  4. Jonny10

    Jonny10

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    Yeah, should be about 2-3 weeks before it is approved, if it gets approved that is :p
     
  5. seanweech

    seanweech

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    Looking great! I just noticed that you can change the colors of all the cliffs at once using a script to change them all with one color picker. Is it possible to implement this for different hierarchies rather than for the whole scene? For instance, could I change the color of all of the cliffs in my tundra area while not changing the cliffs in my temperate area within one scene? Or would this only be possible by having the tundra and temperate regions in separate scenes?
     
  6. Jonny10

    Jonny10

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    If you create separate materials for all the rocks, a set for the temperate and one for the tundra, and assign them in the inspector, you'll be able to change them independently. So you'd end up having two objects with the CliffAppearance script attached in your scene, one for temperate and one for tundra rocks.

    You could also save this object as a prefab to save the settings, as sort of a preset.

    [​IMG]
     
    Farelle and seanweech like this.
  7. seanweech

    seanweech

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    Oh wow, that's pretty cool! Thanks!
     
  8. Jonny10

    Jonny10

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    I've uploaded a demo build, which functions as more of a benchmarking tool. There's no loading behaviour, so expect a white screen for a minute or two: http://staggart.xyz/public/FAE_Benchmark.rar (154mb)

    You'll be able to gauge how well the assets perform in an complete setting. Your PC specs and FPS will be logged in a database, which will allow me to see the demo's performance across other systems. Currently this information will not be publicly available until the front-end is more rigid. In any case, these statistics will help me out :D

    Once you've completed a benchmark, you can enter an email address to enter a giveaway for an Asset Store voucher, 3 people can win out of the pool. This will be handed out after the package has been released.

    [​IMG]

    On the beach you will find the first iteration of a new asset, which will be added in a later update.

    Yes, I'm deliberately trying to get people to run the benchmark hahaha.
     
    Last edited: Aug 7, 2017
  9. thisnamesucks

    thisnamesucks

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    Just ran the demo and it all looks great! But the free-roam button at the end of the benchmark doesn't seem to work. I found out that pressing c does let you take control of Ethan though.
     
  10. rrahim

    rrahim

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    I ran the benchmark, worked pretty good.
    I really like the way it all comes together.
    The water seemed a little off however, on the banks when nearby it seems to be clipping the foam texture.

    Also the free-roam button worked fine for me.
     
  11. Jonny10

    Jonny10

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    I found out there were two unnecessary polygons on the birch tree branch meshes. Removing these reduced the polycount of the birch trees by about ~30% without any visual change in silhouette or density. Oops.

    Birch_A from 1.539 to 1.107
    Birch_B from 661 to 469
    Birch_C from 961 to 745

    Full list of polycounts per asset can be found in the documentation: http://staggart.xyz/unity/fantasy-adventure-environment/fae-documentation/#polycount-and-lods

    After the package has been approved I will do an update, doing so now will probably put the package at the start of the queue :p

    Thanks to everyone who ran the benchmark! Performance is pretty good overall (at least on dedicated GPU's), but could be better. I noticed the terrain was eating up +2000 drawcalls, which ate about 20 FPS in the editor alone, so I've fixed it.

    Edit: Updated the benchmark build. Quality settings will now also toggle certain post effects. Runs much much faster now! http://staggart.xyz/public/FAE_Benchmark.rar
     
    Last edited: Aug 7, 2017
    Acissathar and rrahim like this.
  12. seanweech

    seanweech

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    Just ran the benchmark on my Surface Pro 4 (I'm on vacation and don't have access to my desktop) and all I can say is wow! I was able to get an average of over 30 fps on this machine and it's only using Intel integrated graphics! (I was of course on the lowest settings however and at 1620x800 resolution) I didn't notice any major problems on the demo at all, and have to say that the optimization is great! I really think that by splitting the areas up and reducing drawcalls through occlusion works really well! I'm excited to run another benchmark on my desktop when I get home, awesome job Staggart!
     
    Jonny10 likes this.
  13. neoshaman

    neoshaman

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    Can I haz video playthrough instead?
     
  14. Jonny10

    Jonny10

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    Noticed a significant increase in performance scores since I updated the benchmark, mostly doubled, so great! I'll make these results public once I find the time to make the front-end more sturdy.

    Appended a section to the demo scene for the new pine trees, for now it's only one variant, but I'll be sure to add two more.

    Polycount (and LODs): 962, 596, 436
    [​IMG]
    Impression shot:
    [​IMG]

    I've also added some new color options to the branch substances. So you can set up a color gradient on the branches, here's a giffy: https://twitter.com/JonnyIO/status/894848460620533760
     
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  15. Jonny10

    Jonny10

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    Darn, the package was rejected because Ethan was included. You will have to import the package separately to use the third person controller in the demo scene.

    I will resubmit it today, along with all the updates and new assets.

    Added:
    - Branch substances now feature gradient options
    - Pine_A tree
    - Palm_A tree

    Changed:
    - Added sections to demo scene for Pine and Palm trees to flurish
    - Reduced polycount of birch trees by ~30% through branch mesh optimization
    - Adjusted normals of spruce trees for better compatibility with other shaders
    - Branch substances are no longer fixed to 1024px
    - SnowCover slider on tree branch substances is now more accurate
    - Recompiled shaders with Amplify Shader Editor v1.2.0.001
    - Sunshaft effects now also receive fog

    Fixed:
    - Color grading texture, blacks taking on a red glow
     
    Last edited: Aug 12, 2017
  16. roykoma

    roykoma

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  17. Jonny10

    Jonny10

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    Beat me to it! :D Thankfully the re-submission only took a few days.

    Please consider rating/reviewing the package once you're familiar with it. After three ratings an average will be displayed, which will help its store presence ;)
     
    seanweech likes this.
  18. Jonny10

    Jonny10

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    You might come across this funky bug where the tree trunks move at a different speed from the branches

    I've managed to fix it and will push it in an update today.

    Quick reminder, you can still run the PC demo/benchmark for a chance to win a voucher key on September 1th: http://staggart.xyz/public/FAE_Benchmark.rar
     
    Last edited: Aug 15, 2017
  19. Jonny10

    Jonny10

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    The aforementioned update is now available, approval was super speedy :D

    1.0.1
    Fixed:

    - Tree trunks and branches not moving synchronously when Static Batching is enabled
    - PigmentmapGenerator will now work with any uniform terrain size and position

    Also started prototyping a method for rendering tree billboards. That way I can add imposters to the tree LODs, which should allow you to place much more of them at a much smaller performance cost.
    [​IMG]
    One problem I can forsee is that if you change the color properties of the branch, the billboard won't match. So I'll have to see if I can include the scripts to re-render the billboard yourself.
     
  20. Jonny10

    Jonny10

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    [​IMG]

    Will be adding a variant of the cliff shader which features snow coverage functionality. I want to add a control map feature, so it's possible to have the effect increase as the rocks move into, for instance, a snowy biome.
     
    Last edited: Aug 19, 2017
    TeagansDad, Acissathar and rrahim like this.
  21. Jonny10

    Jonny10

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    Added the coverage mask functionality.

    By taking a top-down screenshot of your terrain and pasting it into an image editor, you can paint a B/W mask of where the coverage effect should show.

    This mask bitmap can be assigned in the scene's CliffAppearance script, which will apply it to all rocks.

    [​IMG]
     
  22. Jonny10

    Jonny10

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    Spent most of the day looking into something I've been meaning to figure out, namely tree billboards. The Unity/UE SpeedTree modelers are able to generate these upon exporting. But go figure, that's not an option :p



    After a bunch of fiddling I worked out a pipeline that will poop out a texture with a render of a tree from all four sides. Subsequently I can use this texture on a billboard mesh.

    In this scene, there are 1250 instances of a tree, at about 5/6.5 million tris. By replacing the last LOD with a billboard this is brought down to 40/55k tris.

    So bottom line I'll add billboards to the tree assets in the future, so it's possible to have a lot more of them on screen.
     
    jacobgmartin and Inspeinre like this.
  23. neoshaman

    neoshaman

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    Why not have a channel mask to sync the change on the billboard too?
     
  24. pksunkara

    pksunkara

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    The snow shader looks really good. :)

    I guess you can use the coverage mask functionality to do all kinds of different biomes like desert, etc..
     
  25. Jonny10

    Jonny10

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    There's an issue with some of the shaders on OSX. I've identified the issue and fixed it. I'll be able to submit an update next week after GamesCom.
     
  26. sighter

    sighter

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    Hello, is there a visible footsteps system for snow ? beautiful environment by the way
     
    jacobgmartin likes this.
  27. Ramulos

    Ramulos

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    This asset looks awesome! I so wanna buy it but I need to know first, does it support pc VR? HTC-Vive specifically? If yes then instant buy!
     
  28. Jonny10

    Jonny10

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    Nope, that would be something completely different from this asset pack ;) I suppose you could always use a particle effect or decals to achieve something like that.

    I don't have a Vive so I can't say for certain. To my understanding there is nothing crazy going on that would cause issues with a VR camera. As long as you play it smart and keep the frame rate high.
     
  29. joeee19

    joeee19

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    Hi.
    It's very cool.

    Is this support Metal iOS Device?
     
  30. Jonny10

    Jonny10

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    After next update it will, for OSX at least. However, I wouldn't use the assets on mobile, since they are developed with desktop/console platforms in mind. Performance will most likely be not be any good.
     
    Last edited: Sep 2, 2017
  31. Jonny10

    Jonny10

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    New update will hopefully be available this week.

    1.0.2
    Added:
    - Cliff coverage feature (snow, grass, etc)
    - Custom inspector for CliffAppearance script
    - Demo scene to showcase the cliff coverage functionality

    Fixed:
    - Shaders now work correctly on OSX

    TIL that when using trees on the terrain they don't have collision unless they have a Capsule Collider attached. Since most users use the terrain to place trees (personally, I think it's terrible) I'll replace the Mesh Colliders with Capsules. I won't remove the tree collider meshes, so anyone who wishes to use them can still do so ;)

    Also fixed an issue with the tree branches turning pitch black when using DirectX 9.

    I have to fiddle some more with the tree billboards before I can add them. Want to make sure they match the colors of the trees, since they can be changed.
     
  32. Jonny10

    Jonny10

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    The package currently has no ratings, I'd appreciate it if you would please take a moment to rate it here: https://assetstore.unity.com/account/downloads :)

    I'm in the process of refactoring the tree Substance setup. Rather than having all branches and trunk materials in the "FAE_Trees" container, I've split it up into one container per tree type. It's also much faster in the editor when editing properties, so that's a plus!

    [​IMG]

    This is mainly so I can put the branch, bark and billboards under one roof. This way when you change the color of the branches or the bark, the billboards will be colored accordingly ;)

    Along the way I made a new bark Substance for the pine trees, previously they were using the spruce bark:

    [​IMG]

    With this pipeline set up, I've produced tree billboards for all the assets. Making the tree assets better usable for open landscapes.
     
    Last edited: Sep 5, 2017
  33. Jonny10

    Jonny10

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    Quick video showing the billboards in action:



    The billboards will maintain the same wind animation as the actual tree, which makes the LOD transition even less noticable ;)
     
    rrahim likes this.
  34. rrahim

    rrahim

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    I love the update keep up the great work, I'm looking forward to more of your work!
     
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  35. Jonny10

    Jonny10

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    Thank you:)

    I added a section to the first post which lists the features I will be adding or improving.
     
    jacobgmartin likes this.
  36. Jonny10

    Jonny10

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    New update is available!

    1.0.3
    Added:
    - Billboard LODs for all trees. Allows you to have much more trees on screen.
    - LOD crossfading to cliff shaders, less noticeble pop-in.
    - New Pine bark Substance material

    Fixed:
    - Tree branches turning black on DirectX 9
    - Color bleeding on dead pine branches
    - Wrong material on Cliff_E LODs

    Changed:
    - Trees now have a capsule collider, so they work as terrain trees. Tree colliders have not been removed, you can use these instead if you wish
    - The Trees Substance container has been split up, each tree type has it's own container now.
    - Spruce_B is now a little more distinct from its counterparts.

    The next update will see a $5 price increase, to account for the features that have been added since the initial release.
     
    Last edited: Sep 8, 2017
  37. Jonny10

    Jonny10

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    Redid the PigmentMapGenerator script entirely, the result is now 100% accurate and the grass blends way better with the terrain. And is also not limited to 4 textures anymore, so whatever fancy terrain shader you might use, the pigment map will match its color.

    Old vs new:
    [​IMG]

    Blending/no blending:
    [​IMG]
     
    Last edited: Sep 9, 2017
  38. Jonny10

    Jonny10

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  39. evilangel89

    evilangel89

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    It deserves to be there. I saw this asset from the awards finalist list and just came here to see and boy isn't my mind blown. Great work you've done here mate.
     
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  40. Jonny10

    Jonny10

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    Updated the showcase video with more footage (now 60fps), and added a new in-editor video