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[RELEASED] ShaderOne

Discussion in 'Assets and Asset Store' started by echologin, Sep 8, 2018.

  1. echologin

    echologin

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    Update :

    Fixed bug with multiple lights in forward rendering
    Fixed bug with Specular and Reflections and how it was applied
    Fixed bug in PBR mode when Reflection was off
    Fixed Bug where texture would disappear when Metallic was 1.0
    Simplified how light is applied ( should be slightly faster )

    will be submitting update Sunday night

    EDIT *going to be a little longer want to get this right*
     
    Last edited: Oct 22, 2018
    EvilGremlin and hopeful like this.
  2. echologin

    echologin

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    Just submitted v.0.20

    v.20
    * fixed: Issue when using particles
    * fixed: Issue with blend modes
    * added: One more additive blend mode
    * fixed: Applying Ambient Occlusion more than once
    * fixed: applying Pre-Multiplied Alpha more than once
    * fixed: Issue with PBR mode where material would turn black
    * fixed: Specular was not being applied correctly
    * fixed: Multiple lights did not work in forward rendering
    * fixed: Issue when using blend modes that needed pre-multiplied alpha
    * fixed: Material editor not updating changes
    * fixed: issue where unlit mode turned black
    * added: ShadowCaster for cutout mode
    * added: PBR toggle on material
    * added: Generator reimports materials and sets keywords when you generate shader
    * added: Reimport Material button on Generator
    * added: Optimizations
    * changed: Moved all shader keywords/settings methods into its own class
    * changed: Made additive blend modes work just like unity ones of same name
     
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  3. siumanchun

    siumanchun

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    How to making SSS PBR Material And Cartoon Material ?
    Please support iclone and character creator 3 Material To unity Material !
    Thank You !
     
    Mark_01 likes this.
  4. echologin

    echologin

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    SSS PBR features and Cartoon lighting are in my Todo list ..

    I am not familiar with iclone and character creator 3 material to unity Material ?

    what do they do ? I looked on asset store but there are many matches
     
  5. Mark_01

    Mark_01

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    I think he means this https://www.reallusion.com/character-creator/

    They have a new version out Character Creator 3 ... the real new nice thing is they have a
    standalone version that exports to Unity and Unreal as well as plain old fbx for max or maya import

    It is a bit of a money sink, but for 129. you get the base package and add another 100. to get the real extra base add-ons that make it real useful...

    But I am not sure how if / what he means by automatic conversion though.

    I admit I am kind of lurking in here ... I do want to buy this as well.. ESP for VR .. if the fog is that good .. it is well.. very nice.

    My only real concern is that this works with Vegetation studio pro, which I assume it does or will be.
    OH and also Bakery - GPU Lightmapper .. this will help the both of you... possibly you to can exchange
    vouchers ? :)
     
  6. echologin

    echologin

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    if that character creator saves in UE4 packed format it supports that right now

    not sure what is involved in making it work with Vegetation Studio Pro but i will look into it

    GPU light-mapper should just work i think that just makes unity lightmaps ( just have to turn on light mapping in the ShaderOne Generator )
     
    Mark_01 likes this.
  7. echologin

    echologin

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    I am fixing bugs faster than unity approves new versions

    So if you want latest just PM me your invoice # or msg me on discord ( link in my sig )
    and I will send you latest build

    Also if upgrading from older version
    1) Always remove the ShaderOne/Plugins folder b4 installing update
    2) Upgrade with no scene loaded to be safe
    3) save your Generator settings
    4) Generate shader right away because it needs to build shader for version of unity you are using
     
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  8. echologin

    echologin

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    v0.20 is on asset store today


    fixed more things over weekend going to submit another update tonight

    Next update changlog
    * fixed: Issue not picking correct additive blend mode when switching from another shader
    * fixed: Brightness issue with rim-lighting
    * fixed: Intersection not working when shadows not checked on generator
    * fixed: Normal-map not UV animating if there was no layer main texture
    * fixed: Version number showing zero on Generator
    * fixed: Sometimes things would not get affected by Warp/Curving World
    * fixed: Null reference error if ShaderOneMaterialControl was on invalid Mesh
    * added: Shield example in demo3 and a small music loop
    * changed: Demo2 now uses forward rendering
     
    Last edited: Oct 29, 2018
    Mark_01 likes this.
  9. siumanchun

    siumanchun

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    Please Add Shaderone Video tutorial !
    Thank You !
     
    pixelsteam likes this.
  10. siumanchun

    siumanchun

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    Shaderone Button to Generate Shader Error ! Unity 2017 4.11 f1

    Error 1 ---------------------------------------------------------------------------------------------------------------------------------------------------

    Shader error in 'echoLogin/shaderOne': undeclared identifier 'UNITY_LIGHT_ATTENUATION_NOSHADOW' at Assets/echoLogin/ShaderOne/Shaders/ShaderOneFuncLighting.cginc(284) (on d3d11)
    Compiling Vertex program with DIRECTIONAL LIGHTPROBE_SH SO_SF_SPECULAR_ON SO_SF_LIGHTING_BIT1 SO_SF_REFLECT_PROBE_ON
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

    Error 2----------------------------------------------------------------------------------------------------------------------------------------------------

    ArgumentException: Getting control 22's position in a group with only 22 controls when doing Repaint
    Aborting
    UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/LayoutGroup.cs:115)
    UnityEngine.GUILayoutUtility.DoGetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:454)
    UnityEngine.GUILayoutUtility.GetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:443)
    UnityEditor.EditorGUILayout.GetControlRect (Boolean hasLabel, Single height, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:8136)
    UnityEditor.MaterialEditor.PropertiesDefaultGUI (UnityEditor.MaterialProperty[] props) (at C:/buildslave/unity/build/Editor/Mono/Inspector/MaterialEditor.cs:1549)
    UnityEditor.MaterialEditor.PropertiesGUI () (at C:/buildslave/unity/build/Editor/Mono/Inspector/MaterialEditor.cs:1502)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    -------------------------------------------------------------------------------------------------------------------------------------------------------------
    Thank You !
     
  11. echologin

    echologin

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    What version of ShaderOne are you using ?.. and can you save your settings from Generator and send me a link so I can recreate this ?
     
    Last edited: Oct 31, 2018
  12. siumanchun

    siumanchun

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    Unity 2017 4.11 f1 and New Download ShaderOne 0.20 !
     
  13. siumanchun

    siumanchun

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  14. echologin

    echologin

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    ok ill fix this right now .. i think its something simple i just changed something that could affect unity 2017
     
  15. echologin

    echologin

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    Its fixed !!

    I sent you latest version with your fix via email
     
    Last edited: Oct 31, 2018
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  16. echologin

    echologin

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    v0.21 submitted
     
  17. Notso

    Notso

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    The light weight SRP is fast, but I hated that you have a tiny amount of real-time lights at your disposal.
    the description mentions a whole lot of effects, all in forward mode, which would make our games faster, but can there be more real-time lights around than the norm, without too much performance cost?
     
  18. echologin

    echologin

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    Well the LW SRP has multiple lights per object so u really do have unlimited lights ( more than 8 on an single object would not look much different )

    My lighting can have up to 4 dir,16 point and 16 spot lights in one shader pass per scene, which are chosen by how close they are to Camera
    In my tests this was faster than LW SRP

    I do plan on making my own SRP which would make lights per object and be even faster than it is now
     
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  19. magique

    magique

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    @echologin I'm thinking of getting this for my Wii U game to enhance performance and appearance, but I'm a little concerned, as always, that it might have issues there. Wii U uses SM 4.0 so that certainly isn't an issue, but there are often unforeseen issues that developers are unaware of. If I get this and it doesn't work on Wii U, would I be able to get a refund? Or perhaps there is a way I can get a test version to try before buying?
     
  20. echologin

    echologin

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    If it doesn't work on Wii U i will make it work ... or i could refund if it doesn't ( but there might be a time limit on that )

    Do u have Discord or Skype ?
     
    Last edited: Nov 2, 2018
  21. siumanchun

    siumanchun

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    Please Add Shaderone Video tutorial !
    Thank You !
     
  22. magique

    magique

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    Yes, I have both. I also have Slack.
     
  23. echologin

    echologin

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  24. echologin

    echologin

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    Once i get all the bugs ironed out iI will ... any questions just ask or can do screen share in skype or discord
    to help explain anything
     
  25. EvilGremlin

    EvilGremlin

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    Not sure I need videos but a doc explaining a bit about all the options would be nice.
     
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  26. Mark_01

    Mark_01

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    I would like some tutorial videos , once the bugs are out and @echologin has time.

    Some topics like the fast noise how to use for the fog. How to make a water plane maybe.

    Also I have a question, I hope this will work, I saw yesterday you need ShaderOne Custom lights ?
    Does this mean that we can not use ShaderOne in an outdoor environment, where people may want to
    use a different Shader for splatmaps and terrain.

    I got this late last night and am very happy to have it! Thank you for you hard work making this and
    the support you are giving :)
     
  27. echologin

    echologin

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    Custom lighting is just a faster way of doing the lighting .. can be indoor or outdoor anything
    When using ShaderOne lighting on the manager uncheck Disable Unity Lights if you want to use
    other Shaders. ( or just use forward rendering but that is slower )

    I will be expanding terrain support in future

    Mark if u have Skype or discord I could screen-share with you to show you how to setup or use anything
    Skype ="EchoLogin" and discord channel is in my SIG
     
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  28. echologin

    echologin

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    Docs are in the echoLogin/ShaderOne/!Docs folder
     
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  29. EvilGremlin

    EvilGremlin

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    I feel stupid. I didn't even notice that. Thanks.
     
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  30. EvilGremlin

    EvilGremlin

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    What are your plans for terrain?
     
  31. echologin

    echologin

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    I am going to make it generate a separate shader for terrain ... so it can do more ( like have 16 layers )
    and not be so limited
     
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  32. EvilGremlin

    EvilGremlin

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    Awesome. I can't wait to see what you come up with. One of the big reasons I have been working with microsplat over (and I quote) "better" terrain shaders is the modularity makes it optimal for mobile development. But I'd much rather just have one shader tool to do it all.
     
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  33. zKici

    zKici

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    one shader to do it all surely helped me so much, this is only getting better with updates.

    makes life so much easier and the curved world support / or its own warp is a bonus
     
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  34. echologin

    echologin

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    v0.21 finally got approved !
    * fixed: crash in Unity 2017 when building with PBR off
    * fixed: Issue not picking correct additive blend mode when switching from another shader
    * fixed: Brightness issue with rim-lighting
    * fixed: Intersection not working when shadows not checked on generator
    * fixed: Normal-map not UV animating if there was no layer main texture
    * fixed: Version number showing zero on Generator
    * fixed: Sometimes things would not get affected by Warp/Curving World
    * fixed: Null reference error if ShaderOneMaterialControl was on invalid Mesh
    * fixed: error in shader when using unlit mask
    * fixed: error with progress/dissolve feature
    * fixed: error when building app when vertex lights where in use
    * added: option to add scale values for normal maps and ambient occlusion
    * added: Shield example in demo3 and a small music loop
    * added: Shaderone Detects new install or upgrade and lets you generate shader
    * changed: all layer options are visible even if you have no texture set
    * changed: Demo2 now uses forward rendering
    * changed: Intersect default color is now White
     
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  35. echologin

    echologin

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    Going to submit another update tonight ...

    Fixed issue with some post effects not working right when using ShaderOne
    Fixed issue when ShaderOne breaking connection to material when updating
    Fixed issue with default shader having error in unity != 5.6

    Anyone know of any more bugs ?
     
  36. hippocoder

    hippocoder

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    Any screenshots or vids from people using ShaderOne? would love to see.
     
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  37. twobob

    twobob

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    upload_2018-11-7_0-39-33.png
    Being Pseudo-toony


    This model had odd normals after blendshaping. Distance Shading doesn't care.


    Supporting Emission.


    Emission, Global Skybox color contribution, Shadows


    Characters with emission (Beautify did Sun Glare and slight sharpening here, Works nice with Beautify)



    Used to tidy up some old assets to PBR standards (Stamped with MapMaps FWIW)


    2500 random colored blocks (2500 batches) doing 100 FPS on


    The stuff we do is all pretty basic toony stuff for kids so perhaps we are not the best examples but it seems to really do the business where we need it.

    Hope that helps.
     
    Last edited: Nov 7, 2018
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  38. hippocoder

    hippocoder

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    Quite amazing quality there for the speed thing can do. Mobile + VR + Desktop/console combined, right?
     
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  39. andyz

    andyz

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    Interesting asset, any plan to add noise to lighting (to avoid color banding) and option of wrap lighting?
    These can make mobile/simpler graphics better
     
  40. echologin

    echologin

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    I could add a dither feature quite easily ( i will put that on my to do list )

    What do you mean by WRAP LIghting ?
     
  41. andyz

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  42. echologin

    echologin

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    That would be another thing that would be easy to add .. ill try to have both those things in by Sunday night
     
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  43. echologin

    echologin

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    Added Dithering option, Diffuse Wrap option and a few more fixes
    ( will submit Sunday night )


    v0.22 ( so far )
    * fixed: bug with scaling of Ambient Occlusion
    * fixed: bug with scaling of Normal Maps
    * fixed: shader error when using Ambient Occlusion
    * added: Dithering option
    * added: Wrap Diffuse Mode
    * changed: moved some code around to make things neater
     
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  44. echologin

    echologin

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    v0.22 is approved on store


    v0.22
    * fixed: Lighting did not work with SceneView lighting
    * fixed: Bug with scaling of Ambient Occlusion
    * fixed: Bug with scaling of Normal Maps
    * fixed: Shader error when using Ambient Occlusion
    * fixed: Bug when specular was off in PBR mode
    * fixed: Bug in specular that made it too dark
    * fixed: Specular is now faster
    * added: Alpha cutoff slider for CUTOUT blend mode
    * added: Dithering option
    * added: Wrap Diffuse lighting mode
    * changed: Moved some code around to make things neater
     
  45. Thomas-Pasieka

    Thomas-Pasieka

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    Thought I'd share a little video using ShaderOne on one of my available assets from the Store. Check it out:

     
  46. Thomas-Pasieka

    Thomas-Pasieka

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    Here are some nice screenshots as well :)

    2018-11-15_16h17_59.jpg 2018-11-15_16h18_57.jpg 2018-11-15_16h19_09.jpg 2018-11-15_16h19_45.jpg
     
  47. echologin

    echologin

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    Need more feedback to make this better ...

    Come to the ShaderOne Discord channel
     
    Last edited: Nov 16, 2018
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  48. Thomas-Pasieka

    Thomas-Pasieka

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    More feedback is always good. I think I gave you quite a bit of feedback by now. Love seeing it make ShaderOne better! It's a great shader really.

    Thomas
     
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  49. echologin

    echologin

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    thanks for testing cant find all the bugs myself

    You trying it with your asteroids thing found and fixed the shadow issue, vertex lighting, vertex specular and issues with specular in general

    will be submitting another update this Sunday night
     
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  50. echologin

    echologin

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    Just got the surfacemap ( like standard shader _Metallic Map ) reading in vertex with per vertex lighting
    So you can use Metallic/Smoothness or roughness maps per vertex
    Looks pretty good and can be faster than doing all this per pixel

    not going to submit my usual Sunday night update yet ... one more day to test