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[RELEASED] MadGoat SSAA and Resolution Scale

Discussion in 'Assets and Asset Store' started by Raul_T, Mar 25, 2017.

  1. Raul_T

    Raul_T

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    Patch 1.8.2 is live with more SRP fixes :)
    • [SRP] Fixed a bug that was causing SSAA to not compile on LWRP pipeline after the previous patch (oopsie)
    • [SRP] Fixed a bug that was causing SSAA to not initialize correctly after unity started
    • [SRP] Fixed a bug that was causing SSAA to not work correctly on pre 4.x.x LWRP
    • [SRP] Fixed a bug that was causing the downsampling filters to not change at runtime
    • [SRP] Fixed a bug that was causing a "Null Buffer" error
    • [SRP] Minor filtering shader fixes
    *Depth of field issue still present.
    *LWRP Overlaying cameras not supported due to a pipeline limitation/bug
     
  2. Raul_T

    Raul_T

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    Thanks for the feedback and for the issue report. I'll have a look into it and see if I can do something about it on the SSAA side.
     
    EdenIndie likes this.
  3. Raul_T

    Raul_T

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    IMPORTANT ANNOUNCEMENT FOR HDRP 2019.1 USERS

    We are really sorry to announce that the SSAA will not work with 2019.1 HDRP as Unity completely changed the way post processing works, so the SSAA will need to be updated. Now as far as I saw in the API and over the forums, Unity doesn't allow for custom post processing effects yet in the new HDRP, a feature on which the core of our SSAA relies on.

    More info here: https://forum.unity.com/threads/hdrp-new-post-processing-extending.624166/

    There is really nothing much we can do currently without support for custom effects from Unity. As soon as there will be an official solution to extend the HDRP post processing with custom effects, we will update the asset accordingly. This might also lead to delays on the SSAA v2 release.

    It really isn't our fault, but HDRP is still a beta/preview and they always change things.

    This announcement only applies to HDRP on 2019.1
    Standard pipeline and LWRP should not be affected.
     
    Shodan0101 likes this.
  4. zelmund

    zelmund

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    hi
    using 2018.3.9
    have problem with UI
    if i set canvas to World space scale, then UI simply doesent work. Cant click on buttons on screen.
     
  5. Raul_T

    Raul_T

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    Hello,

    Will investigate and come back with an answer as soon as possible :)

    Thanks for reporting the issue.
     
    Shodan0101 likes this.
  6. EddieChristian

    EddieChristian

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    This renders upside down when using Deckard Render. Thought I would let you know. Also the docs in your package seems to be outdated when it comes to using offline renderers.
     
  7. Raul_T

    Raul_T

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    We currently don't have Deckard Render but we'll try to get it and look into the issue ASAP!

    Also we are aware the docs are a bit outdated, we just didn't got the time to redo them yet (and most of the info inside them is still relevant to newer versions of the assets.) Will try to clean them of irrelevant info and add more on offline renderers.

    Thanks for reporting :)
     
    EddieChristian likes this.
  8. King-of-Limbs

    King-of-Limbs

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    Hi, I am trying to get your script to work with the following spaceshiplike setup: Maincam for environment layers (outside view), Cockpitcam for anything in my spaceship - which has to be set to "clear flags: depth only". Unfortunately the content of the maincam vanishes as soon as I turn on your script on the cockpit cam and I see a very dark version of my skybox instead.

    Also my Worldspace UI-Buttons on the Cockpit's consoles stop working.

    Any hint if those are solvable?
     
    Last edited: Jun 17, 2019
  9. Raul_T

    Raul_T

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    Hello, the camera setup you are using should work unless there are other image effects that might interfere with the SSAA (for example having SSAA on and also fxaa enabled in post processing layer if you use postprocessing stack). What render pipeline are you using? Also what version of unity? If you wish you can send over a sample project where the issue can be reproduced. It would make it easier for us to debug and come with a solution.

    Regarding the world-space ui breaking, its a know issue and is on our todo list for the next major update as at the "root" of the issue stands a design flaw of the plugin. Parts of it would need to be redesigned for a fix (in the upcoming SSAA v2).
     
  10. King-of-Limbs

    King-of-Limbs

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    Thanks for the quick reply.
    - We're using 2018.2.20 with forward rendering
    - I've sent you a simple setup with two cams which I'd like to use SSAA on.
    - In the original Setup there were loads of post fx and custom shaders (we're doing a 2D-comic look with outlines and some skybox colour stuff) but I just put in a cube to show the main problem

    SSAA makes the outlines look so much better but I gues I will just wait for v2, since I need those world space buttons to work. Also I am not sure about the FPS impact. Keep up the good work though! :)
     
    Raul_T likes this.
  11. Raul_T

    Raul_T

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    Sent you a DM regarding the camera overlaying issue :)

    And about the world space buttons, in the meanwhile you can try to toggle the "expose internal renderer" setting in SSAA and assign that camera to your canvas target and see if it solves it for you (If your world space buttons are Unity UI based).


     
  12. DGordon

    DGordon

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    Any word from unity on where this is going? I would like to use this to just take screenshots for renders, especially if I can script it. Also, maybe you can solve getting a transparent background out of unity in hdrp with those screenshots ...
     
    weltbesterbatman likes this.
  13. weltbesterbatman

    weltbesterbatman

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    2019.1 support with HDRP and transparent renderings – if this works, you have a new customer in us.
    Any news on that?
     
    Last edited: Jul 5, 2019
  14. DGordon

    DGordon

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    I'll note that I just want to get SSAA screenshot textures out of this. I dont actually care about having this work in the game view. I have my own code that automates character creator 3 characters into their different visemes / expressions, and takes a screenshot for each one, then chops them up into textures I can just feed into my 2d game. It would be great to have SSAA applied to those ... as well as backgrounds if we end up using hdrp for that as well.

    I dont know if theres any difference applying SSAA to a screenshot vs. the game camera ... but if there is, and there's a way to get it to work for just the screenshot, I'd be very happy in the mean time.
     
  15. Raul_T

    Raul_T

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    In the current state of the asset, the screenshot part still depends on the runtime SSAA by design (screenshot feature is just catching the latest SSAA rendered frame). If there is interest in having a screenshot feature that is independent of the runtime part of the asset I will see what I can do for future releases.

    SSAA on 2019.1 HDRP is still not supported. We are looking into other ways to implement SSAA into SRPs without relying on their built post processing features. This would also ensure compatibility with future versions of the SRPs.

    Problem is that on HDRP most API for custom rendering (i.e. custom command buffers) is not available/exposed yet so getting the SSAA to work there would require modification of the HDRP source itself.
     
  16. DGordon

    DGordon

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    Even if you had to sell it as a separate product, I would be happy. Right now I'm taking two renders to get around the no transparency background in hdrp -- one with a black background and one with a white, and using the delta between them to determine the opacity of the actual final render. I create my final render with that opacity mask. After I have my final render, I further chop it up depending on what Im rendering -- ie: character faces get 17 viseme renders, and then I chop those renders into the lower part of the face to make a character speak in our 2d games.

    So what I would really love is to just call a function and have it give me a Texture2D of the SSAA screenshot which I can then do whatever I want with it ... be it save it to a disk, or do further "stuff".

    I'm also pushing over 1billion tris in my render because of 3d grass from quixel. So ... I wouldn't use SSAA on my camera anyway for this, even if it were available.
     
    Raul_T likes this.
  17. Raul_T

    Raul_T

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    Regarding the transparency issue. That seems more like a HDRP related bug that I wasn't aware of. I'll look into it as soon as possible. There is already a small update on the way (currently testing phase) containing fixes for some other reported bugs. Maybe I can see if the issue is easily fixable and push it to this update.
     
  18. DGordon

    DGordon

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    Im not currently using your product (although I own it). The transparency issue is purely HDRP ... just sharing my workflow. I would love to bring this into my project if I can get SSAA renders out of it at some point. Just clarifying that nothing I wrote pertains to how your product is currently functioning -- I dont know, outside of I loved it in 2017, and I saw you mention it doesnt work in HDRP 2019.
     
    Last edited: Jul 8, 2019
  19. LayerCakeDesign

    LayerCakeDesign

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    Using 2019.1.7 , the vr script renders the camera upsidedown
     
  20. Raul_T

    Raul_T

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    Version 1.9.0 just went live on Asset Store...
    1.9.0
    - Fixed a bug causing camera stacking to not work when the underlying camera has SSAA enabled
    - Fixed a bug causing SSAA to break HDR effects under Unity 2019.1+ (bloom etc.)
    - Fixed a bug causing incorrect blending between stacking cameras in deferred mode
    - Fixed a bug that was causing command buffers to leak when turning ssaa on and off repeatedly resulting in high renderpass count
    - Fixed a bug that was causing SSAA to render image upside down in VR under Unity 2019.1+
    - Fixed a bug that was causing compilation errors in SSAA with VR when postprocessing stack was not in the project
    - Removed an annoying debug.log call that was left over from previous testings
    - Improved command buffer handling for better performance on lower end devices
    - Improved internal render logic
    - Preparations for v2.
    This is the final major release under version 1.x.x as SSAA v2 is getting ready for an official release this autumn. (new patches and hot-fixes will still be released in the meanwhile if needed)


    ...And an update on our assets and development progress:
    SSAA v2, currently under development, now has full support for scriptable pipelines (LWRP + HDRP on Unity 2019.x) and a beta will be available in September, followed by the official release.

    A complete change-log on the v2 and more info on how to get the beta will be available when it's going live, but what we can say for now, is that the asset is completely redesigned and made with Scriptable Pipelines in mind, while full legacy support is still maintained. Oh and also a lot of new cool features and improvements :)

    P.S. We are also preparing some other graphics goodies for the asset store, which will also get released soon enough!
     
    hopeful and wetcircuit like this.
  21. tooRelic

    tooRelic

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    Using 2019.1.5, SteamVR and Vive (HDRP / LWRP not in use). I can only get black screen after I apply SSAA_VR script on camera. Disable script, VR Camera works normally.
    Works on normal unity camera, but using Player->SteamVRObjects-VRCamera gives me gray hairs.

    Edit: Seems to be working in 2019.3 with Universal RP..
     
    Last edited: Sep 5, 2019
    Raul_T likes this.
  22. Raul_T

    Raul_T

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    I'll take a look into it as soon as possible and hopefully I'll be able to reproduce it. Thanks for pointing out!
     
  23. tooRelic

    tooRelic

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    Don't dig too deep. I just realized there was already 2019.1.14 and I was in 2019.1.5.
    I should at least keep my different .1 .2 .3 .4 in latest versions.

    I don't feel bad that I bought this even if you have V2 coming soon, since I saw what impact it had on my VR project. Surely I'll buy the updated version if needed.
     
    Raul_T likes this.
  24. Raul_T

    Raul_T

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    So on 2019.1.14 it works as well? Sounds like something went broken on Unity's side and got fixed (unlike the regular SSAA, the SSAA VR component uses mostly API that already exists in the engine in the XRSettings and XRDevice classes) I'll take a look anyway, might be something worth checking (to avoid issues in the v2 if nothing else).

    Also you won't need to buy the updated version as v2 will come as a free update on the existing asset rather than as a new asset store product.
     
    hopeful likes this.
  25. Raul_T

    Raul_T

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    Just a sneak peek of SSAA v2 currently running on latest HDRP with no hacky implementation or user intervention. Drag the SSAA component on the camera and you are ready to go!

    off.png half.png x4.png

    For LWRP theres a bit of delay due to some changes with the pipeline (now that it became Universal RP in 2019.3)
    A public beta will come soon for the users of our SSAA as soon as it gets stable enough for general use :)

    P.S. We don't plan on supporting scriptable render pipelines below unity 2019.1, and you probably shouldn't use them either as they are really outdated and unstable. For the built-in render pipeline support will be the same as with SSAA v1.
     
    hopeful likes this.
  26. ElliottMallard

    ElliottMallard

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    Looking good - do you have an ETA on when the beta will be released this month?

    Thanks,
    Elliott
     
  27. Raul_T

    Raul_T

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    Hey Elliott!

    The plan is to go beta next week if everything goes well in the meanwhile.

    There is still some internal testing to be done and some features that we didn't fully implemented yet on SRPs (VR and screenshot features) but other than that everything else should work.
     
  28. ElliottMallard

    ElliottMallard

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    I can't wait :D
     
    Raul_T likes this.
  29. Raul_T

    Raul_T

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    Version 1.9.1 has been submitted to asset store! Should go live soon (probably after the weekend)
    1.9.1
    --------------
    - Fixed an issue causing bicubic filter to be used when bilinear was selected
    - Fixed an issue causing a black screen under VR on Unity 2019.1 +
     
  30. hopeful

    hopeful

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    It went live earlier today. :)
     
    Raul_T likes this.
  31. Tameem

    Tameem

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    Hey there ,



    When I tried it in the editor its doing great but unfortunately after the build the screen comes black as in the attachment. When tried to deactivate the MadGoatSSAA_VR script it works fine.

    Please I need to solve this out as soon as you can.
     
    grimmgames likes this.
  32. Raul_T

    Raul_T

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    SSAA v2 beta is live and available on our discord server: https://discord.gg/gukyEJ9

    In order to join the beta, please leave a message in the #beta-request channel and I will give the rights to see the beta chats as soon as I can!

    • Added support for HighDefinition Render Pipeline
    • Added support for HighDefinition Render Pipeline with Ray Tracing
    • Added support for LightWeight and Universal Render Pipelines
    • Added Temporal SuperSampling implementation
    • Improved downsampling filters implementation
    • Improved FSSAA implementation
    • Improved support for Offscreen Renderers
    • Improved support for VR devices
    • Improved support for Post Processing
    • Improved support for UI
    • Better performance on lower end devices (lower CPU time on SSAA components)
    • Better performance on low memory GPUs (SSAA use less render textures now)

     
  33. Jess_AA

    Jess_AA

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    Hi,

    We're having an issue using version 1.9.2 in conjunction with Cinemachine 2.3.4/LWRP 5.16.1. With MadGoat attached to the main camera, we're seeing what looks like a 50/50 blend of our environment and the skybox, as if the environment is half transparent. Once we move our main camera it fixes the issue and the scene displays correctly, so we're assuming it's a Cinemachine compatibility issue? We have 2 VCams, which we're blending between. Attaching MadGoat to either of the VCams doesn't work/fix the issue.

    We're also getting the following errors:

    No script asset for SsaaSamplingUber. Check that the definition is in a file of the same name.


    The referenced script on this Behaviour (Game Object '<null>') is missing!
     
  34. Raul_T

    Raul_T

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    Hello Jess!

    The asset store release version of our SSAA plugin is currently not compatible with scriptable render pipelines on Unity 2019.

    We are currently running a SSAA v2 beta which fully supports LWRP and UniversalRP on our discord server as I stated in the post above. Perhaps you would be interested in trying that out :)

    Otherwise, v2 will probably hit the store with full LWRP/URP and HDRP support later this month if beta goes well.
     
  35. inkostyakov

    inkostyakov

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    Hello! I have a question.

    I use you script on main camera and in works perfetly for me! But if I try to change ViewportRect, script just deform image. Do you have some solution for this issue?
     
  36. Raul_T

    Raul_T

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    Hello!

    This is something we are aware of and will be fixed in the next version. Thanks for reporting!
     
  37. Raul_T

    Raul_T

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    SSAA & Resolution Scale v2 has been uploaded to Asset Store and is now live and the long awaited support for HDRP and LWRP/URP is here!
    - Added support for LightWeight and Universal Render Pipelines (2019.1+)
    - Added support for HighDefinition Render Pipeline (2019.1+)
    - Added support for HighDefinition Render Pipeline with Ray Tracing (2019.3+)
    - Added support for temporal super sampling (only HDRP currently)
    - Added support for extensions and 3rd party asset integration
    + Added integration for cinemachine
    + Added integration for PostProcessingStack v2
    - Improved performance on lower end devices (lower CPU time on SSAA components)
    - Improved performance on low memory GPUs (SSAA use less render textures now)
    - Improved downsampling filters implementation
    - Improved FSSAA implementation
    - Improved support for Offscreen Renderers
    - Improved support for VR devices
    - Improved support for Post Processing
    - Improved support for UI
    - Lots of bug fixes!

    IMPORTANT! - coming from 1.9.2 and lower - old SSAA must be removed from the project before updating as the folder structure of the asset has slightly changed.

    Also, feel free to look through the updated documentation to familarize with the new features and changes, as well as with the steps which need to be taken for upgrading from v1.x.x to v2.0.0!
    (Code API documentation coming soon too.)

    https://drive.google.com/open?id=1lhcYJwkueuVuHZnYdQVg2EqUb980VlH80_J9mvOwuPw
     
    Last edited: Nov 7, 2019
  38. Barritico

    Barritico

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    Hello

    With the script activated in the camera, all the vegetation created with VEGETATION STUDIO PRO disappears

    The clouds created with ENVIRO-SKY AND WEATHER also disappear

    It is not compatible?

    Thank you.

    Unity version 2019.2.9f1
    Madgoat version 2
     
  39. Raul_T

    Raul_T

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    Hello and sorry for the inconvenience,

    For Enviro - make sure to have the enviro camera script added to the internal SSAA camera (such as stated in the documentation under post processing). We also have an Enviro integration planned to automatically manage this setup.

    Regarding Vegetation studio pro, not familiar with that tool but if it has any kind of scripts on your camera that handle rendering, make sure to also move those to the SSAA camera (similar to enviro). Also make sure the render layer mask is set correctly in the SSAA inspector. I'll take a better look at it when I get the chance.
     
  40. jeromeWork

    jeromeWork

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    Is it possible to get v2 for 2018.4? I'm not expecting HDRP/LWRP to work but the core SSAA would be great to have back! The asset store won't even allow me to import an older version, I just have a disabled 'update' button.
     
  41. Raul_T

    Raul_T

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    That sounds odd. Didn't knew the store won't let people download the assets on versions older than the one on which the asset was uploaded to the store. As a work around you could try to download it in a newer project (2019.2) and move the files to yours.

    It's definitely my mistake anyways, SSAA should work on anything from 2017.1 to current. Will probably get it solved tomorrow as it's getting late in here now. Sorry :(
     
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  42. jeromeWork

    jeromeWork

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    No huge rush :) Yeah, it's now showing as supported version: 2019.2.9 or higher.
    I'll try the import and downgrade. Although that usually breaks art assets it probably won't be an issue with scripts.
     
  43. Raul_T

    Raul_T

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    SSAA & Resolution Scale 2.0.1 is live on asset store!
    Submitted with 2017.1, 2018.4 and 2019.2
    - Fixed issue causing SSAA to not compile under Unity 2017.1 and lower
     
    jeromeWork likes this.
  44. jeromeWork

    jeromeWork

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  45. Raul_T

    Raul_T

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    SSAA & Resolution Scale 2.0.2 is live on asset store!
    - Fixed some lighting issues in demo scene
    - Mirror improvements to SSAA inspector and MadGoat Core classes
     
    nirvanajie and hopeful like this.
  46. Cactus_on_Fire

    Cactus_on_Fire

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    Hello. The motion blur, bloom and similar post processing scripts seems to have stopped working after adding the SSAA. How can I fix it?
     
  47. Raul_T

    Raul_T

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    Hey there! :)

    When using SSAA, your post processing camera components should be moved to the newly created child Camera_SSAA of your original camera, as mentioned in the documentation (SSAA and Post Processing section). This is by design.

    https://docs.google.com/document/d/...80VlH80_J9mvOwuPw/edit#heading=h.dmiz7uhlxdgk
     
  48. Cactus_on_Fire

    Cactus_on_Fire

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    Yes I've done that but motion blur still doesn't work. Other than that it creates wonders.
     
    hopeful likes this.
  49. Raul_T

    Raul_T

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    I'll take a look into motion blur, but not sure exactly if I'll manage to do it these days as there's 2 days left until everybody here leaves for holidays (incl. me) and we are all already full with tasks from other projects (mainly our game) until then...

    Normally it should work by default, but maybe a bug sneaked in with the last updates ;)

    P.S. Nice vegetation in that screenshot :D
     
  50. Cactus_on_Fire

    Cactus_on_Fire

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    Thanks for attending to the issue. Also is there a way to optimize the SSAA with selective sampling like only scaling up the parts with masks where antialiasing is clearly visible? or can we only change the resolution percentage?