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[LEGACY] PIDI - Planar Reflections 2. Real-time reflections with Lightweight SRP+Mobile support

Discussion in 'Assets and Asset Store' started by IrrSoft, Jun 29, 2017.

  1. IrrSoft

    IrrSoft

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    IMPORTANT ANNOUNCEMENT :

    Version 3 of PIDI Planar Reflections is now available and with it, this version of PIDI Planar Reflections is officially deprecated and no longer supported. For more information about the new version, please go to this thread.

    ORIGINAL POST


    Hello there,

    We are very glad to introduce to you our newest extension for Unity, now in the Asset Store : Planar Reflections 2 (with support for Lightweight SRP)


    PIDI - Planar Reflections allows you to easily add real-time planar reflections to your scenes. Planar reflections are commonly used in mirrors, water, floors and other reflective surfaces. The planar reflections created with our tool have full shadows support making them perfect for dark scenes whose reflections must render shadows p. e.g. in horror games.

    It works both in OpenGL and DirectX in perspective and orthographic modes, having been tested on Android and other mobiles, WebGL, Desktop, Linux and many more!

    Features :

    • Reflection planes can reflect shadows
    • Accurate contact reflections that get blurrier based on the objects distance to the surface
    • Pixel light count per-reflection for maximum performance
    • Automatic Terrain simplification on the reflections
    • Adjustable drawing distances
    • Adjustable update frequency
    • Adjustable reflection resolution
    • Smart resources management and pooling
    • Output-only reflections to be shared across multiple meshes, multiple materials are also supported
    • Real and approximated oblique projections
    • Chroma-keyed shaders that mix static and real-time reflections
    • Demo scene and 32 different shaders for different needs, from water and simple mirrors to complex PBR materials.
    • Full source code access
    • Extensively commented code and in-depth documentation
    • Android compatible. Its high performance allows it to run without issue on mobile devices


    The included editor lets you easily change the target resolution of your reflections, their rendering paths, reflected layers, framerates, drawing distances, dynamic per-reflection landscape LODS, shared outputs etc. giving you an unmatched performance even with dozens of reflections in a single scene, all of them previewable in real time in the Scene view.





    Adding the tool to your scene is as easy as adding the component to an existing mesh or creating a new planar reflection object ( similar to the planar reflectors used in engines such as UDK ). Our system is fully compatible with all Unity versions starting with Unity 2017.4 and uses different projection techniques to let you balance between quality, speed and physical accuracy.


    Our tool has a very high performance, suitable for mobiles (keep in mind that the performance will be dependent on your scene's complexity).

    The tool can render reflections with fully reflected shadows, with PBR and depth based blur and fade, for better and more physically accurate reflections.




    All the shaders as well as the source code of the tool are fully commented and are provided along an in-depth PDF manual with detailed instructions on how to use the system and the shaders.

    Current limits and considerations for Lightweight SRP :
    - There is no water shader for Lightweight SRP due to the lack of Grab Pass functions in SRP, required for refraction. It will be included in future updates.

    - Scene view and Game view cannot have reflections at the same time. While in Play mode, only the game cameras generate reflections. Reflections are slightly more expensive to calculate in Lightweight.


    - Due to the limited features of Lightweight compared to the Standard pipeline, some shaders are not available (Roughness/Specular setups). However, general frameworks have been provided that cover all the general features of the package, included alpha blended shaders, PBR based surfaces, blurred reflections and Chroma keyed reflections.

    If you have any questions or doubts, please comment them below and we will get back to you ASAP to respond to them. Remember to also leave here any feature suggestion that you have for this tool!

    Thanks for reading, we hope our tools will help you keep making awesome games!
     
    Last edited: Oct 14, 2019
  2. IrrSoft

    IrrSoft

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    To make more clear one of the features, replying to a question we received in a different form :

    The Full shadows support that this tool has means that all the shadows in the scene are rendered in the reflections as well p. e.g. if you have a dark room with a point light casting shadows on every object, the reflection will display the same light and the same shadows being cast. All shadows are fully reflected as well.

    Besides, some of the shaders included with the package can also receive shadows.

    Hope this makes it more clear.
     
  3. IrrSoft

    IrrSoft

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    Small update : Changed the video provider to Youtube. Please feel free to leave any comments/ questions / feature suggestions for this package here and we will get back to you shortly. Thanks!
     
  4. mbbmbbmm

    mbbmbbmm

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    Looks interesting! Would it work for VR, e.g. the on the Vive with Single Pass or Multi Pass Stereo Rendering? Is there a limit to the number of reflective surfaces? How much does it affect performance? Thank you.
     
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  5. IrrSoft

    IrrSoft

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    Hi there :

    Thanks for your comments, I will try to answer your questions as best as I can. We have developed this tool for use with our own games but since we don't have access to a VR headset we haven't tested if it works with these features. I am setting up an emulation today with Google's Cardboard VR for a quick test to see the compatibility with Single and Multi Pass Stereo rendering. The tool works reflecting the scene for any number of cameras so it should, in theory, work without troubles with the multipass rendering. But until we make tests on it, VR is not officially supported.

    About performance, the reflections used here are real planar reflections which means that for each rendered reflection ( a reflection is rendered once for every camera that sees it ) all the reflected objects are rendered again. This is by itself a lot more demanding than, say, screen space reflections and it depends entirely on how complex is the scene to reflect, how far you set the clipping plane of the reflection camera, if you enable the shadows, if you use terrains, etc.

    In our game, which is a first person horror game with a very big landscape full of thousands of trees and grass, the reflection took down the performance in around 10-15% (for a 1024x1024 reflection in a mid-range laptop). After setting up the reflection to ignore the landscape and reflect only the room where it was placed (since it was a mirror ) it took the performance down in less than a 2% (in our particular case, around 1-2 frames ). This reflection was using real-time shadows.

    Reflecting a very complex scene ( >500K triangles, terrains, lots of shadows) doesn't take the performance down by a lot, however, you may notice a slight hiccup whenever the mirror enters into view (since this is when the reflection is drawn into the render texture for the first time and causes a small spike on the framerate)

    There is no limit in how many reflections you can have on a scene, just again keep in mind that each reflection, when visible, will render the reflected objects again.

    Hope it helps, and we will get back to you as soon as possible to tell you if VR is indeed supported by our tool. Have a great day!
     
  6. IrrSoft

    IrrSoft

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    After some testing and research on the Unity docs it seems that Single Pass Stereo may produce some artifacts (as the tool needs the position of the main viewport camera to render the reflection, in Single Pass Stereo the reflection may be calculated for the left eye only and thus being inaccurate on the right eye ) however, as far as the tests we made show, multipass stereo rendering / any stereo rendering with one camera for each eye will work without troubles as shown here :



    Just a last reminder, these tests were done in Unity 5.6 using Google VR SDK, multipass stereo rendering and without a real headset ( as we do not have access to any at the moment ). The tool should work without troubles as we are not using any hidden or uncommon feature of the engine, but we wanted to be as clear as possible as to how we made the tests and the kind of troubles you may encounter while working on VR projects.

    The performance of the scene inside Unity Editor while recording was :

    ~100 FPS without the reflections
    ~99.5 FPS with two reflective surfaces rendering in full real-time ( 99FPS for each reflection) at 1024x1024 resolution each.

    on a mid-range laptop, at 1280x720 game resolution.

    We hope this clears up more our previous reply, and also that our tool can help you make awesome games!

    Thanks for asking, and have a great day!
     
  7. mbbmbbmm

    mbbmbbmm

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    Thank you for your comprehensive answer and have a great day too!
     
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  8. IrrSoft

    IrrSoft

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    New version has been approved on the Asset store, now with the following additions :

    Added a line to solve flickering of objects due to Occlusion Culling
    Added several shader variants that ignore Unity's reflection probes.
     
  9. Abuthar

    Abuthar

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    Is this compatible with SEGI?
     
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  10. IrrSoft

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    Hi there, and thank you for your comment!
    By SEGI, we guess you mean the Open Source Global Illumination System described here, right?

    If that's the case, after reading the system's description and how it works, we cannot guarantee that our tool will be 100% compatible with SEGI. The most likely behavior that you will encounter is that the reflected images will lack the Global Illumination displayed in the rest of the scene (since our reflections system renders the reflections mostly with forward rendering in Unity versions prior to Unity 5.5). However, we have never tested SEGI and our tool together, so this assumption is only what we think that will most likely happen. We will run a few tests with SEGI later today and post our results soon, to get back to you with a more definitive answer.

    Thanks again for commenting, sorry that we cannot give a 100% accurate answer right now, but be sure that we will give you a final answer in the next 24-48 hours, posted here as a new reply. Have a great day!
     
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  11. Abuthar

    Abuthar

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    Yes, that SEGI. I've been working on a project for artists mainly, not really gamers, with the goal of being as realistic as possible. SEGI bounce lighting is amazing but sadly it's Reflections are very low resolution at the moment. (understandably so)
     
  12. IrrSoft

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    I see, and yes, we noticed the issue with their real-time reflections. Taking into account the project you describe, we supposed that a slightly lower framerate is not an issue, and we made a few simple fixes to our tool to test it with SEGI. However, and this time due to SEGI limitations and its specific workflow, we can now confirm that while our tool does indeed work along with SEGI, none of the reflections would show the real-time Global Illumination (and any attempts of enabling it would produce the undesired effect of re-calculating all the voxels for every single reflection on every single camera that renders it, besides heavy modifications to both our tool and SEGI's source code ).

    Here is however a small video showing how our tool works along with SEGI in their own demo scene, for you to see the results and decide if this behavior would be fine for you and your project.



    If you decide to get our tool (and since the fixes made to the tool would be very specific for the use with SEGI and not intended for a public release) simply contact us to support@irreverent-software.com after your purchase and we will send you a demo scene for SEGI along with the small patch and instructions for it.

    We hope this answer helps you, and don't hesitate in replying if you have more doubts or questions.

    Thanks again, and have a great day!
     
  13. jazznazz

    jazznazz

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    Hello,
    from what I can see this looks like the most robust reflections asset on the store.
    Do you support Forward rendering and single-pass stereo rendering in this version ?
     
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  14. IrrSoft

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    Hi there!

    As we said in our previous reply, we do not have a VR headset to test the tool on. We only have access to Google VR at this time, but we are currently making a few tests for you on the single pass stereo rendering. Our system's only limitation (at this moment) is with systems that (like SEGI) modify the way the main camera renders the scene by using its PreRender methods for voxelization and similar effects. If you use different cameras for each eye in your VR project, our tool will create a different reflection for each eye and, since we are using only Unity's standard features for all the calculations and rendering, in theory it should work without troubles with a Single Pass rendering (with the only probable drawback of the reflection being slightly inaccurate in one eye ). We are making the tests right now to see if there are limitations or any other issue to warn you about, and by testing it on a phone, we are also making a few performance tests.

    In short, our system is compatible with VR in multi-pass rendering and setups that use 2 cameras. At this moment however, and until we make further tests today, we cannot assure that it will work in a 100% accurate way with a Single Pass rendering setup. Forward rendering is actually the standard workflow for our tool, and the rendering path that is best supported, so no problems there.

    We will get back to you shortly with a more definitive answer after more testing today.
    Thanks for commenting!
     
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  15. IrrSoft

    IrrSoft

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    Hi there!

    We made further testing, and it seems that the reflections work without troubles in most VR settings we could test using Google VR and with almost no performance hit in all rendering modes. However, Google VR's support for single pass stereo is limited and different from a PC setup, and we don't have access to a full VR headset right now (nor will have in the near future, as they are difficult to get for us at the moment, due to both our location and budget ), so we cannot guarantee that it will work without any issues on PC oriented VR headsets.

    As far as we could test and for the way our tool was developed, it should work without any troubles but unfortunately, as we don't have all the tools needed to make further tests, we cannot guarantee it. Forward path is fully supported, Multi pass rendering will work as expected as well, while Single Pass rendering is most likely to work, but we cannot assure it 100% as we don't have the needed tools to test it.

    Hope our answer helps you, and thanks again for commenting!
     
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  16. jazznazz

    jazznazz

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    OK then :) I just purchased the package, so I'll help you test it on VR: Rift + Single pass stereo
     
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  17. IrrSoft

    IrrSoft

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    Hi again, and thank you very much for your purchase!
    We also thank you very much for your help, we will make sure to keep track of all your feedback and see if the tool works as expected, as well as to give you all the support and assistance we can :)
    We hope our tool will work in your project without any issues. Thanks again for your purchase, and have a great day!
     
  18. IrrSoft

    IrrSoft

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    We are right now preparing a new version of the tool that allows the surface's normals to slightly distort the reflection (for objects with rounder surfaces/edges) as well as support for stereoscopic rendering (multi-pass and single pass) and improved compatibility with rendering extensions. We have also made improvements to the code and it now is able to perform without any issue even in slow mobile devices or new ones using GoogleVR.


    Stereoscopic rendering in single pass mode using Oculus standard utilities and the Split Stereo Device (Non-head mounted) mode.



    This is a really big update that made us add code and make extensive tests across all shaders, platforms and also improve the work of our code. We also added numerous new features for improved ease of use and to make the tool a lot more useful. It will be ready to be sent to the store for approval next week.
     
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  19. IrrSoft

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    Update 1.2 has just been sent for approval and should be available soon enough :)
     
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  20. IrrSoft

    IrrSoft

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  21. Megalithic

    Megalithic

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    You say it is compatible with Android, how about iOS devices?
     
  22. IrrSoft

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    Hi there, and thanks for your comment!

    Unfortunately, at this moment, we don't have the means to test it on iOS devices to guarantee that it will work without any troubles, as all our development machines are Windows / Linux based. However, our tool uses RenderTextures and standard Unity cameras (the core of the tool is based on math and standard functions without any external libraries nor plugins) so it should work without any troubles in all the platforms that support RenderTextures and camera projections, and this includes iOS.

    Depending on the target device you may need to create the output render textures by hand and ensure that they are using a iOS compatible format, as there are some old threads here in the forums that talk about a few incompatibilities between RenderTextures and some iPhone devices. How to use these manually created outputs with the tool is explained in detail in the documentation.

    We hope this helps, we'll be following up here to reply to any further questions you have.
    Have a great day!
     
  23. Megalithic

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    Are the techniques used in this asset any how similar to ones provided in the "arm guide to unity developer handbook". It would be great if it is! I am looking for something like that. I am making a game that will be deployed to mobile phones.

    If you don't know what I am on about, I am looking for planar reflections from static sources using cubemaps which is combined with a fliped mirrored camera to reflect dynamic objects. May I also know what are you using to achieve the blurred or bumped reflection?
     
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  24. IrrSoft

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    In the current version of our asset, we are using planar reflections only. Several of the shader variants provided with our tool can receive Unity's reflection probes (which could simulate the effect you are looking for, by baking a reflection probe with only the static objects ) and all the reflections can be set to reflect only certain layers (for example to reflect only the dynamic objects). We will look into this feature (cubemap/realtime blended reflections) to try to add it as a new option in the next version, as it could be a good optimization alternative for mobile developers. The blurring, bump and distortion effects are all achieved through surface shaders. The blur effect is not a multi-pass effect and, while a little heavy, is still optimized enough to run in older Android phones.

    Hope this helps!
     
  25. IrrSoft

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    Also, as an important note, and as we explained above regarding SEGI :
    Our tool is not compatible with external rendering/lighting plugins or any other plugin that breaks or modifies the way the cameras render the scene (except the standard post-process effects and the new post process stack, those two are fully compatible). Since these extensions break the normal rendering process of Unity, they also break the normal work of our tool. A complete guide for a general purpose workaround is provided on the documentation, and it has been successful in most cases (SEGI included). However, if you are using additional plugins and extensions for the rendering/lighting of your scenes, our tool may not work as expected (may render black reflections in-game) until you apply the fixes described in our documentation. Once the fixes are applied, the reflections will work again using the normal rendering pipeline.
     
    Last edited: Oct 18, 2017
  26. marjan

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    Doesn´t work quite right with Windows holographic (Hololens) unfortunatly. While in the Editor everything is fine, on the device the mirrored Image is Floating. Very strong with the normal Setup. Still very noticable with an explicit camera. Especially when you stand still and only move your head left right / up down.
     
  27. IrrSoft

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    Hi there, we are sorry to hear it didn't work as expected on the device (we have tested it only with the Unity options and devices cited on the description of the package, the ones we have access to ) but we'll still do our best to help you. If you could provide us a picture of the issue (either here or preferably to our support email (support@irreverent-software.com) it would help us greatly to reproduce it and try to develop a small patch for it or offer you other solutions.

    Also, to give you better support, we will need a few more details :
    A picture of the camera hierarchy you are using as well as the components attached to it
    If you are using single or multipass rendering
    Forward or deferred paths
    A picture of the settings on the reflection component
    A picture or video showcasing the error (we are very sure we understand what you mean with a floating image and that's why we are asking you the other information, but still a picture / short video would help us a great deal )

    Thank you for your comment, we apologize for the inconvenience, but be sure we'll do our best to help you solve this issue.
    The Irreverent Software team
     
    Last edited: Oct 24, 2017
  28. marjan

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    Thank you for the Response. Just quick: Unity 5.6 (latest subrelease), targeted to Windows Store 10 HoloLens. Tried Multipass and Single - no visible difference. Camera Setup from MixedReality Toolkit. Renderingpath Forward.
    Of course world anchors are being used.
    Furthermore i use multiscenes. Means i have one base scene (Holding the AR Camera as well as all anchors). Later i load additional Scenes without cameras additionaly.

    In Unity i test it with Holographic Emulation : Simulate in Editor (everything looks fine this way).

    Unfortunatly i have about zero time to create video captures or pictures and the project is for a namely car manufacturer - thus secret. Would need to replace everything with cubes or so. Takes a while.

    But here are some screenshots from the Setup:
    Arrgh. i would Need to upload that to some server, not possibible right now.

    If you provide me an email or other ressource i can send it directly. Or drop me a note here.
     
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  29. IrrSoft

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    Hi there,

    I see, and don't worry, we understand your situation. We also send you our email address here again (support@irreverent-software.com) as we guess it didn't show up well in our previous post. We are currently trying to recreate a HoloLens setup to provide you with the support, and will be waiting your email with further details.

    We hope this helps.
     
  30. IrrSoft

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    A fix for floating reflections on HoloLens devices has been developed and it appears to be working correctly, according to the users. It will be sent to the store as a new update (version 1.3) in the upcoming days. It will also improve compatibility with other devices / extensions, so we hope it will be helpful for more users as well :)
     
  31. IrrSoft

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    New version 1.3 has just been sent to the store, with compatibility fix for HoloLens and other devices, support for Forced Updates as well as updated documentation. Will be available soon!
     
  32. IrrSoft

    IrrSoft

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    Updates and improvements in upcoming version 1.3
    • Improved compatibility. Added fixes for HoloLens workflow
    • Added new forced update mode to improve compatibility and solve most errors with Unity VR cameras not detecting properly the planar reflections objects (floating / black reflections).
     
  33. IrrSoft

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    Version 1.3 is up and available now, with the HoloLens fix and the forced updates mode.
     
  34. StaggartCreations

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    Would you be so kind as to make the documentation available online? :)

    I'm curious about implementing the reflection into a shader, like the included ones. You mentioned you provided more details in the PDF.
     
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  35. IrrSoft

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    Hi there,

    We will try to make the documentation of our tools available online in our forums and our website soon (it is something we are trying to set up for our upcoming tools as they are far more complex and require in turn much deeper documentation, though since the documentation also expands on the source code of the tool, we are still deciding how to upload it )

    The part you are interested in right now is, however, fairly simple to explain. The tool automatically assigns the reflection texture to the _ReflectionTex property of the shader (of any shader), and the proper UV coordinates for the reflection can be calculated with this piece of code, which is the standard screen coordinates system :

    Code (CSharp):
    1. //We calculate the screen UV coordinates
    2.             float2 screenUV = IN.screenPos.xy /IN.screenPos.w;
    3.  
    After this, you only need to unwrap the _ReflectionTex while passing screenUV as the UV coordinates and that's it, your reflections should be ready to be used in the shader.

    Hope it helps :)
    The Irreverent Software Team

    EDIT : screenUV is just the name of the variable that stores the coordinates, but this variable can have any name. The only name that is mandatory is _ReflectionTex, as this is the property that will be assigned by the tool itself.
     
    Last edited: Oct 30, 2017
  36. StaggartCreations

    StaggartCreations

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    Yes, thank you, that was exactly what I was after :)
     
  37. IrrSoft

    IrrSoft

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    Glad to help :)
     
  38. IrrSoft

    IrrSoft

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    In version 1.3 of the tool, compatibility has been improved for Oculus and HoloLens. Next update will include new optimizations for Android and mobile devices as well as new shaders
     
  39. jazznazz

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    Hi all. As of 1.3, If you're struggling to make the reflections work on Oculus Rift like we were, here's the fix: TURN OFF "Enable Adaptive Resolution" in OVRManager (usually found on OVRCameraRig Game object)
     
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  40. IrrSoft

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    Hi there,

    Thank you very much for your advice and for letting us know of this. We will add it to the documentation and try to find more automated workarounds for the next version.
    Thanks again, and best regards!
     
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  41. IrrSoft

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    An update to the tool is being prepared. It will include updated documentation with the needed workaround for Oculus Rift (thanks to @jazznazz for the info) as well as a couple of new shaders to use (including a new "Chroma Key" type shader and another one with cubemap support ). Will be sent in a couple days and should be available in a few weeks once Unity approves it :)
     
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  42. IrrSoft

    IrrSoft

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    New update is live on the Asset store. It is a smaller one, but with the new and useful Cubemap Mix shaders :

    Updates and improvements in version 1.4
    • Updated documentation with new workarounds for Oculus Rift compatibility.
    • Added new variants of shaders (designed for performance limited platforms) that allow you to combine a static reflection (cubemap) and masked (Chroma-keyed) real-time reflections, allowing you to, for example, reflect in real-time only the moving objects and use a static reflection for everything else.
     
  43. IrrSoft

    IrrSoft

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    New year, new update coming, with improved inspectors for all the included shaders as well as support for emission maps in several of them. Will be sent for approval later this week!
     
  44. IrrSoft

    IrrSoft

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    Upcoming in version 1.45

    - Emission support in many shader variants, with and without HDR enabled
    - Improved and much clearer inspectors

     
  45. IrrSoft

    IrrSoft

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    Version 1.45 is now live and available on the asset store!
     
  46. IrrSoft

    IrrSoft

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    We wanted to share with you the amazing work that Vladimir Stanarevic did for the Unity Neon Challenge , titled "Into the Crater", as well as his very cool implementation of the new features and shaders included in PIDI - Planar Reflections :








    Check his entry for many more details about his project and some behind the scenes from this project.
    Link to Vladimir's project : https://connect.unity.com/p/into-the-crater

    Thanks to Vladimir for allowing us to share his amazing work ! :)
     
  47. TechnicalArtist

    TechnicalArtist

    Joined:
    Jul 9, 2012
    Posts:
    736
    Hi,

    Can this work in GearVR?
     
  48. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    1,516
    Hi there,

    We haven't made any tests with GearVR as we do not have access to this VR set and furthermore, we haven't heard from any customer who tested it on this platform, thus it is not officially supported nor would I be able to give you a definitive answer.

    As far as I know, GearVR is based on the Oculus Rift libraries but adapted to work on Android (Samsung branch). Our tool has been successfully integrated in both OculusRift and Android based projects (Daydream / GoogleVR / Cardboard ) across Unity versions ranging from Unity 5.4 all the way to Unity 2017.3, so an integration with GearVR might be successful in the multi-pass setup.

    If you have bought the tool already or have any troubles while integrating it to a project, we will be available to help you as much as we can. Again and unfortunately, we cannot give you any confirmation that it will work on GearVR since it hasn't been tested by us nor by our customers on that platform
     
  49. TechnicalArtist

    TechnicalArtist

    Joined:
    Jul 9, 2012
    Posts:
    736
    Hi,
    Lighting speed reply.
    Thanks for your Answer.
    If Any demo available for checking it helpful.
     
    IrrSoft likes this.
  50. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    1,516

    Right now the only demos available for our tool are in video form in this forum (and above), but we are working on releasing some of them (probably through Dropbox) as downloads for both Windows and Android before the next update to the tool.

    A proper VR demo may take a bit longer to be available since most of our customers are not developing for VR projects and we ourselves have access only to GoogleVR, so the development for release of this demo will be slightly slower.

    Thanks for commenting, we hope this information was helpful to you :)
     
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