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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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    Hey!

    Sounds like a bug with the API and I'll have to look more into it to be sure what happens there. I'll let you know as soon as I find anything :)

    And for the other question, seems like you're right. I'm shocked nobody (including me) ever noticed or reported this before. I'll see what I can do about this.

    Thanks for reporting!
     
    Stormbreaker likes this.
  2. Stormbreaker

    Stormbreaker

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    No problem. If anyone faces this issue in the meantime as a workaround I've added two SSAA components to my camera, one adaptive and the other fixed. Now I just toggle the components enabled status depending on the checkbox state. This only works for me because I have set configurations, if the player is allowed to adjust target refresh rate / scaling limits it won't work for you.
     
  3. Raul_T

    Raul_T

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    Jan 10, 2015
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    Hello again!

    The adaptive API issue is due to a line of code in the API methods that somehow went missing with some previous update and slipped through our pre-release tests. You can fix it by adding this to each SetAsAdaptive function in the SSAA scripts:
    Code (CSharp):
    1. InternalRenderMode = RenderMode.AdaptiveResolution;
    For example:
    upload_2020-6-10_19-5-42.png

    As for the vsync targeting issue, I'm working on something and I'll get back to you soon :)

    P.S. I'll push a 2.0.9 patch with both fixes and some other fix of a postprocessingstack integration issue reported on discord ASAP
     
    Stormbreaker and hopeful like this.
  4. Stormbreaker

    Stormbreaker

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    Thanks, just tested and this fixed the issue. Looking forward to the vsync update :)
     
  5. Raul_T

    Raul_T

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    I came up with something to support vsync target framerate, could you check this out?
    Replacing the
    Code (csharp):
    1. protected IEnumerator UpdateAdaptiveRes() {...}
    with the following in MadGoatSSAA.cs should do the trick:
    Code (CSharp):
    1. protected IEnumerator UpdateAdaptiveRes() {
    2.     yield return new WaitForSeconds(UnityEngine.Random.Range(2, 5));
    3.     if (InternalRenderMode == RenderMode.AdaptiveResolution) {
    4.         var compFramerate = AdaptiveResTargetVsync ? Screen.currentResolution.refreshRate : AdaptiveResTargetFps;
    5.         if (PerfSampler.CurrentFps < compFramerate - 5) {
    6.             InternalRenderMultiplier = Mathf.Clamp(InternalRenderMultiplier - 0.1f, AdaptiveResMinMultiplier, AdaptiveResMaxMultiplier);
    7.         }
    8.         else if (PerfSampler.CurrentFps >= compFramerate + (AdaptiveResTargetVsync ? -1 : 10)) {
    9.             InternalRenderMultiplier = Mathf.Clamp(InternalRenderMultiplier + 0.1f, AdaptiveResMinMultiplier, AdaptiveResMaxMultiplier);
    10.         }
    11.     }
    12.  
    13.     if (enabled) StartCoroutine(UpdateAdaptiveRes());
    14. }
    15.  
    This will allow the plugin to supersample as long as the framerate matches the refreshrate. Will also be included in the 2.0.9 patch.
     
  6. Mozq8

    Mozq8

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    Hello there, Unity 2019 LTS, I've been experimenting with the asset and I got 2 questions:
    1) For some reason, whenever I try to apply motion blur (PPS v2) the whole image becomes very blurry
    2) Is it possible to use the asset with PC games? I heard that it can be pretty heavy for gaming
     
  7. Raul_T

    Raul_T

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    Hello!

    1) The issue you are talking about will get fixed in patch 2.0.9 that I mentioned some posts before.
    2) Not sure if you are the same person, but earlier I explained to someone over discord how the SSAA works and how the performance scales in regards to games:
     
    Mozq8 likes this.
  8. Raul_T

    Raul_T

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    SSAA & Resolution Scale 2.0.9 is live on asset store!

    Whats new in 2.0.9

    - Fixed issue with API causing adaptive mode to not be set correctly via code
    - Fixed issue causing adaptive mode to not super-sample when using vsync as target
    - Fixed issue causing SSAA to break motion blur (Fix requires PostProcessing Stack v2 integration to be enabled in extensions tab)
     
    hopeful likes this.
  9. Raul_T

    Raul_T

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    SSAA & Resolution Scale 2.0.10 is live on asset store!

    Whats new in 2.0.10
    - Fixed issue causing SSAA to not initialize correctly when instancing a new camera from existing one
    - Fixed issue causing SSAA to not initialize correctly when disabling and re-enabling camera component
    - Fixed deprecated code errors on 2019.4+
     
    hopeful likes this.
  10. Raul_T

    Raul_T

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    SSAA & Resolution Scale is now on sale at 50% off on asset store!
    Check it out at LINK

    upload_2020-7-20_10-47-13.png
     
  11. Emme73

    Emme73

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    Hi, does this work with URP?
     
  12. Raul_T

    Raul_T

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    Last edited: Jul 22, 2020
  13. mutp

    mutp

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    Hi, does this work with VR Single Pass Instancing using XR Plug-in Management System (Oculus) in Unity 2019.3+? I saw in the roadmap that you mentioned that this is an upcoming feature? I'm interested in buying the asset but wanted to clear this out first.
     
  14. Raul_T

    Raul_T

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    That is correct, Singlepass Instanced is not supported at the moment but is coming in the next major update 2.1.0.

    XR management system should work with built-in pipeline (except SPI), and we have a patch rolling out that adds support for URP and HDRP too (on URP and HDRP it should work on SPI as well after the patch goes live).
     
    Last edited: Jul 24, 2020
    mutp likes this.
  15. Raul_T

    Raul_T

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    Also, regarding to 2.1.0, an announcement will come later today or during the weekend

    We know we said it was coming in a matter of weeks but we've hit some issues with Scriptable Render Pipelines while adding the new features and we decided to delay it. We just don't want to release a version that will be less stable than what we currently have on asset store. More info to come in the announcement.
     
    mutp likes this.
  16. Raul_T

    Raul_T

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    A word about the state SSAA 2.1.0
    First of all, I know we promised to release 2.1.0 last month and didn’t fulfill that promise, and we are sorry if we disappointed some of you.

    The reason for this is that all the Unity packages that our SSAA plugin depends on (SRPs, VR, Cinemachine etc) are currently going through major changes for the 2020 release cycle. Some of those changes reverted a lot of our progress for 2.1.0, thus we decided to delay the release until we have something stable again.

    As I stated before, we just don’t want to release a major update that is less stable and reliable than we already have live on asset store.

    VR Compatibility with current versions of Unity
    Amongst the major changes in the latest Unity versions is the deprecation of the legacy XR Modules and the introduction of the new XRManagementSystem. This affects our plugin on anything from 2019.4 to the 2020.2 alpha.

    We are already rolling out an update (2.0.11) to solve some of the compatibility issues with the new system, however there are currently issues within the XRManagementSystem itself that makes SSAA VR incompatible with 2019.4 on HDRP. Unity is currently looking into the issue, and there is more info about it at
    https://forum.unity.com/threads/how...resolution-scale-of-vr-in-2019-4-hdrp.936434/

    Single Pass Instanced?
    A lot of you were waiting for 2.1.0 for the VR SPI support. Now that we have decided to delay 2.1.0, we are considering to backport the SPI support to the current versions of SSAA. This however will take a while too since a lot of our base code for VR has changed between 2.0.x and 2.1.0, meaning that we have to adapt a lot of stuff we did to make SPI work for 2.1.0 (especially now with the changes Unity introduced in their XR API). However we are committed and looking forward to getting this done :)

    We hope this answers some of your questions about the status of 2.1.0. We are still actively working on it and plan to release as soon as possible, but we've just hit some setbacks that made it harter for us to ship it at this moment.

    Thanks!
     
    Last edited: Jul 27, 2020
    mutp likes this.
  17. Raul_T

    Raul_T

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    Also special thanks to everyone who participated in our weekly sale!

    We hope you will find good use in our SSAA plugin. If you have any issue or question don't hesitate to contact us here, on discord or over email.

    Don't forget to leave us a honest review after you accomodate with our product! Means a lot to us :)
     
  18. mutp

    mutp

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    Grabbed the asset last week! Personally, I'm happy to wait a bit longer.
    Thanks for updating us on the status of 2.1.0!
     
    Raul_T likes this.
  19. Raul_T

    Raul_T

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    Hi everyone, SSAA & Resolution Scale 2.0.11 is live on asset store!

    Whats new in 2.0.11

    - Fixed minor issues with VR on URP
    - Fixed compatibility with XRManagementSystem on 2019.4+

    IMPORTANT NOTE: VR on HDRP 2019.4 is currently not working with XRManagementSystem due to a unity issue that is currently investigated by HDRP/VR unity devs. As a workaround it is possible to uninstall XRManagementSystem and still use the legacy/deprecated XR modules from Player settings. SSAA should work again with the old XR system

    More info about it at https://forum.unity.com/threads/how...resolution-scale-of-vr-in-2019-4-hdrp.936434/

    IMPORTANT NOTE 2: Due to the fact that we had to roll this update fast as VR was unusable, there might still be issues and edge cases that we didn't cover with the update for XRManagementSystem. If anyone is finding bugs or issues with VR please let us know and we will try to solve them as soon as possible!
     
    Last edited: Jul 30, 2020
  20. DGordon

    DGordon

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    Dec 8, 2013
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    Should OnMouseDown be working? Enabling IPointerEvents doesnt seem to do anything ... am I missing something? I'm just trying to click on a gameobject with a box collider in the world ... it works when MadGoat is turned off.

    Also, the SSAA camera is automatically removing all layers from Culling Mask except for the defaults (Default - Post Processing). Any way to get it to stop doing this? Parts of my world disappeared :).

    I'm using HDRP 2020.1.0f1. I'm making the assumption these arent issues specific to the latest Unity version since the actual post processing works fine ... but if it is just let me know.

    Thanks!
     
  21. AgathaCrup

    AgathaCrup

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    Hi, love this asset a real life saver for me. I got a render size issue, which may be a unity setup step I've missed or a compatibility problem with AV Pro, but perhaps you can give me some pointers. What's happening since using your plugin aside from stunning results is I have to be in 'maximize on play' to get the 16 X 9 dimensions, if not the render stretches the game window which in my rig is usually fairly square. Any help welcome and thanks for being awesome.
     
  22. 82MiddleMan

    82MiddleMan

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    Is there any way to get this to work with the 2D renderer? I don't seem to be able to add the render feature to it.
     
  23. 82MiddleMan

    82MiddleMan

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    Is it really necessary for the SSAA camera to copy the tag from the normal camera? I end up with 2 cameras tagged with 'MainCamera' which messes up a lot of scripts I have that use Camera.main. Is there any way around this or do I need to change all my scripts?
     
  24. Howard-Day

    Howard-Day

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    Has this been tested with the WebGL platform? I'm getting a hard system crash when I try. :/
     
  25. Justin_Wingfall

    Justin_Wingfall

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    Doesn't work in URP, when I add to camera everything goes blank. Just a aheads up.
     
  26. 82MiddleMan

    82MiddleMan

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  27. newguy123

    newguy123

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    Hi. Came across this interesting looking asset, and just wanted to ask some pre-sales questions please:

    upload_2020-8-28_0-31-45.png


    This is metal cladding, fully modelled geometry, no fake bump or height maps. Would MadGoat give me better AA, and also remove the moire affect?

    In DXR pathtracing, things look better, but of course I'd like to try and stick to non DXR, but still HDRP. Here's some other things I've tried:
    https://forum.unity.com/threads/how-can-i-reduce-geometry-moire-effect-hdrp-9.927828/

    Since my question now is specific to MadGoat, please reply here, instead of that other thread I linked to...
     
  28. Raul_T

    Raul_T

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    Hello everyone, sorry for the delay in replies. For some reason we were not getting notifications from this thread anymore!

    OnMouseDown should still work. Make sure to enable the extension for unity pointer events in the integration tabs of the asset.

    Not familiar with AV Pro but sounds like a compatibility issue. We will have to look into this in the future. What render pipeline are you using?

    Currently 2D renderer is not supported but we are looking into adding it in the future

    The SSAA camera has to copy the main tag as the scene view won't render post processing when SSAA is enabled. This is because the scene view is using postprocessing from cameras tagged as main and the actual "main camera" does not render post processing anymore when SSAA is running.

    Thats odd, WebGL should work as intended, in fact there are shipped projects I've know of that run on webgl and make use of our SSAA solution. Could you state the render pipeline and version you are using as well as unity version?

    Suppersampling would help with that to some extent, however if going for such extreme cases where you draw 1-2 px wide geometry supersampled, downscaling might cause other artifacts like losing detail or having the whole geometry line interpolated into its neighboring pixels. Theres really no way to tell how it would behave without experimenting with it.
     
  29. Raul_T

    Raul_T

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    SSAA & Resolution Scale 2.0.12 is live on asset store!

    Whats new in 2.0.12
    - Fixed minor issues with VR
     
  30. yoMatriax

    yoMatriax

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    Aug 10, 2020
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    Just purchased and added to my project due with TAA some stuff is flickering but after testing the AA is worst and perfomance goes from 160 to 30, so hope im doing something wrong.

    The options: https://i.paste.pics/5f6e29d99dc267cba019e55130f31404.png

    SSAA > https://i.paste.pics/f91b76e2e6207e9f69cef1af16e5d300.png
    With PostProcessing TAA > https://i.paste.pics/6a29c7f59ff2aaff6f1497469811b68d.png

    With no AA or TAA the impact is minimal, but with SSA at max well. Is there any option i have to disable or check to optimize it?

    On internal render culling i tried Default(scene) and vehicle only and same.
     
    Last edited: Sep 23, 2020
  31. Hypertectonic

    Hypertectonic

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    OnMouseDown is also not working for me. 2019.4.11 using version 2.0.12 on legacy pipeline.

    I have IPointerEvents Integration enabled and tested all possible layer mask configurations. Whenever MG_SSAA script is enabled, no mouse events register. This was tested even in a basic scene with just the camera and a Cube with a script that simply outputs a log for each of the OnMouse methods like so:
    Code (CSharp):
    1. void OnMouseDown()
    2. {
    3.     Debug.Log($"Mouse has clicked down on {name}");
    4. }
     
  32. Raul_T

    Raul_T

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    This is currently under investigation as we received several reports of it not working anymore lately.
    Thanks for reporting, I'll get in touch as soon as we figure it out.
     
  33. FHM_ZEM

    FHM_ZEM

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    Hi @Raul_MadGoat,

    We tried using your Plug-In in combination with the Valve Index VR-Headset. When entering the play mode, the Image is only displayed on the right lens of the Index.
    On the left lens, you only get a gray screen. It´s a bit like you would close your left eye and only have the right eye opened.

    Do you have an idea on how we could fix this problem?

    Thanks!
     
  34. TheWanderingBen

    TheWanderingBen

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    Nov 3, 2015
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    Hey @Raul_MadGoat,

    I'm trying to use Graphics.DrawMesh with your SSAA plugin, but my meshes don't seem to render. In update, I'm using the following call:
    Code (CSharp):
    1. Graphics.DrawMesh(quadMesh, matrix, CloudMaterial, layer, gameCamera, 0, null, castShadows, false, false)
    But whether I set gameCamera to be my own Camera, or to be the new Camera created by your plugin, it still won't render.

    I saw that the MadGoatSSAA Monobehavior renders on Update as well, so maybe it's a race condition? I tried moving that code to a LateUpdate, but no luck either.

    Any help would be greatly appreciated!
     
  35. Vegaplanet33

    Vegaplanet33

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    Hi,
    I'm using HDRP v8.2.0 with HTC Vive on Unity 2020.1.3f. For the XR plugin system, I have installed the beta OpenVR package. The console doesn't show any error messages but I can see the scene just through the right side lens of my Vive. Left side is grayed out. Also the setting in the Mad Goat SSAA_VR does not seem to be applied.
     
  36. draverik

    draverik

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    Feb 17, 2019
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    Hello,

    I have a problem with adaptive resolution and Oculus Quest (Android) It tries to change resolution scale when we have 72 fps but there is no performance reserve so its drops to 60~fps with 1.1 resolution scale and then go to 1.0 and we have 72fps again and so on with every 2-3s
     
  37. dithyrambs

    dithyrambs

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    Hey guys, I need to dynamically change which render layers are culled by the camera--however, since your asset overrides CullingLayers on Unity's Camera, I'd need to set this on your asset--except there's no exposed way to set this dynamically in code.

    My use case is, I need to not render the third-person player character when they enter into a first-person "inspection" mode. For a variety of reasons this is preferable to toggling off the player mesh. Let me know if there's something in the API I'm missing, or if this is support you guys can add. Thanks!
     
  38. Raul_T

    Raul_T

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    Hello everyone.

    We have an announcement to make. To put it in simple terms, unfortunately it is no longer financially feasible for us to maintain and support our Asset Store products.

    We had a meeting at the Studio this week and we decided it is best for both us and our community to discontinue our Unity Assets. It's been a long journey, and we want to thank everyone for supporting us through it, but everything eventually has to come to an end :(

    As for the actual reason we decided to do this - it's due to the growth in complexity of Unity Rendering (3 different pipelines now + multiple VR backends) and their fast development making it hard for us to keep up with compatibility, coupled with the fact that we are a small studio of only 3 active developers which now have to take care of both our game's development as well as supporting asset store. We decided we can't do this anymore while also keeping a good support experience for the users and also making it profitable. Asset store revenue just does not amount enough in relation to the work hours needed to make it work with Unity's current state. (In the end we are a company that has bills to pay and we have to take the right decisions to survive financially)

    The assets will also be deprecated from the asset store shortly. People who own the assets prior to deprecation, will still be able to access them and use them from the downloads page. However compatibility past Unity 2019.4 is not guaranteed. We are also yet to decide if we are going to make the assets open source at a later point, but it's definitely a possibility.

    If needed, we can also offer refunds to users who purchased our assets in the past 30 days. If you wish to get a refund, contact us at madgoatstudio@gmail.com with an email stating your invoice number and the email address tied to your asset store account.

    Best Regards,
    MadGoat Studio
     
  39. hopeful

    hopeful

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    I wish you would continue, with the idea of supporting LTS only. I completely understand that asset store developers can't maintain compatibility with the tech releases.
     
    knxrb and wetcircuit like this.
  40. Freznosis

    Freznosis

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    Would you consider open-sourcing your assets? Would be a shame for them to just die out here. Many other developers have done it by just posting read-only github repos.
     
  41. newguy123

    newguy123

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    Hi Guys

    With this asset not being available anymore, what alternatives are out there? I'm in desperate need of a solution...
     
  42. NeatWolf

    NeatWolf

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    Oh my, I missed the sad news :/

    I paid in full almost all of your assets but I still had some in my wishlist!

    Any chance to keep them in the store as Free adding "[Community version]" with a link to Github?

    It would be super handy to still have access to them both here and on GitHub (but, mostly on the UAS for now).

    Well - on the bright side of it: it means that you're really into the development of your games!

    So all I can say is: thank you for all the fish! :)
    I'd gladly follow you on Steam if you have a dev page to share for all of us to follow.
     
  43. hopeful

    hopeful

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    I'm not sure, but maybe something similar is now in Beautify?
     
  44. Skyfly

    Skyfly

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    CTAA then?
     
  45. newguy123

    newguy123

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    only IF they actually ever release version 3, since version 2 does not work with URP/HDRP
     
  46. Raul_T

    Raul_T

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    Small update on this. We are in talks with another small studio which was previously a customer of ours and was interested in taking ownership of some of our assets as they look into getting them published again under their company.

    We are not yet sure how this will work in terms of licensing and support for existing customers, and not 100% sure what their plans with the assets are (i.e. release them as they are initially or going through a general refactor to fit their needs/dev workflow).

    One thing we know for now is they definitely plan to support LTS only - something we should have also done in the past to avoid the HDRP/SRP burden.

    But if this leads to nothing we will just open source eventually.

    Will keep everyone posted here in the following weeks.

    Have a nice weekend!
    -- Raul
     
  47. GeniusKoala

    GeniusKoala

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    I will stay tuned since there is no HDRP SSAA available so far... maybe a hint on how to implement one in HDRP? We really need one for offline rendering projects. Even more with raytracing not supporting MSAA...

    EDIT : Hey! So here it is the renewal of Madgoat ? https://github.com/SunfallGames/Sunfall-Supersampling/wiki/2.-Changelog :D
     
    Last edited: May 15, 2021
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  48. Hypertectonic

    Hypertectonic

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    So... is it ever releasing?
     
  49. SunfallGames

    SunfallGames

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    Hello

    We have a new forum thread with updated info here at Sunfall for Supersampling asset.
    Sunfall Supersampling - Official Asset Thread - Unity Forum

    Supersampling is ready to be released and is currently pending asset store approval. However the wait queue is really long and we are still waiting. I'd say 1 more week and its gonna be live.

    As for the other assets, we also have the source of MadGoat SSGI, but since HDRP already got its own ssgi implementation and URP does not have deferred render yet, I think we gonna shelve it for now.

    Also for the non graphics assets - lockpicking, debugger, we have no plans on taking over.

    L.E. Will come back with proper announcement on forum and the discord once everything is ready for release!

    Andrew.
     
    Hypertectonic and hopeful like this.
  50. SunfallGames

    SunfallGames

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    May 18, 2021
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    Hello everyone!

    We are happy to announce that Sunfall Supersampling (along with the new HDRP and URP Support Addons) is now RELEASED on Asset Store!

    Base Asset: https://assetstore.unity.com/packages/slug/195736
    HDRP Support Addon: https://assetstore.unity.com/packages/slug/196012
    URP Support Addon: https://assetstore.unity.com/packages/slug/196013

    Changelog since MadGoat Deprecation: https://github.com/SunfallGames/Sunfall-Supersampling/wiki/2.-Changelog

    We are also running a release discount with 30% OFF for a limited time so grab it while its hot!

    And don't hesitate to come with feedback, ideas and bug reports here on the forum or over discord!

    New thread at: Sunfall Supersampling - Official Asset Thread - Unity Forum
    Discord: https://discord.gg/HVntBs4ghW

    Thanks,
    Andrew
     
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