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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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    v0.31 is on store


    v0.31
    * fixed: bug with UVSETs in Unity 2019
    * fixed: warning when optimizing shader in Unity 2019
    * fixed: issue when fresnel was off in generator
    * fixed: issue when building demos to app
    * added: shadow fading with distance

    You will need to re-choose your shadow options if you had shadows on in generator
     
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  2. echologin

    echologin

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    v0.32 is on store
    * fixed: optimizing settings on build would mess up some blend modes
    * fixed: ambient light not working in unity 5.6
    * fixed: error when generating shader for Forward rendering in unity 2018 and 2019
    * fixed: vertex point lights not working in Forward rendering
    * fixed: issue with demo4 being built for windows
     
  3. daniel-griffiths

    daniel-griffiths

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    hello, do the shaders work with LWRP

    Thanks

    Daniel
     
  4. echologin

    echologin

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    No not ATM I found LWSRP was slower than my lighting system in most cases
    ( i will have to do more speed tests )

    my plan is to make my own SRP then its just a button click to switch to it
     
    Last edited: Jul 5, 2019
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  5. echologin

    echologin

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    0.33 is on store

    fixed a bug with UV SETS
     
  6. echologin

    echologin

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    0.34 is on store
    * fixed: Ambient Occlusion scale not working when on MainTex Alpha
    * fixed: build errors when lighting shader keywords was off
    * fixed: issue when compiling with IL2CPP

    and ShaderOne is on SALE for 10 dollars thats 75% off !
     
    Last edited: Jul 17, 2019
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  7. echologin

    echologin

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    Here is simple example scene and script how to do a dissolve effect with ShaderOne
    controlled via script ( need shaderOne to run it )

    Download Unity ShaderOne Dissolve Package

    You will have to bring up ShaderOne Generator and the load the settings file in the SODissolve
    Folder and press Generate then press PLAY

    Code to do Dissolve on layer 0 ( MainTex )

    Code (CSharp):
    1.  
    2. public class Dissolve : MonoBehaviour
    3. {
    4.    private int         _progress_ID;
    5.    private Material    _mat;
    6.    private float       _progressTime;
    7.    public float progressDuration = 2.0f;
    8.  
    9.    void Start ()
    10.    {
    11.        Renderer    r;
    12.  
    13.        r               = gameObject.GetComponent<Renderer>();
    14.        _mat            = r.sharedMaterial;
    15.        _progress_ID    = Shader.PropertyToID( "_Layer0Progress");
    16.  
    17.        _progressTime = 0.0f;
    18.        _mat.SetFloat ( _progress_ID, 1.0f );
    19.    }
    20.  
    21.    void Update ()
    22.    {
    23.        float progress;
    24.  
    25.        _progressTime += Time.deltaTime;
    26.  
    27.        progress =  1.0f - _progressTime / progressDuration;
    28.  
    29.        if (progress < 0 )
    30.        {
    31.            progress        = 1;
    32.            _progressTime   = 0;
    33.        }
    34.  
    35.        _mat.SetFloat ( _progress_ID, progress );
    36.    }
    37. }
    38.  
    39. }
     
    Last edited: Jul 19, 2019
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  8. echologin

    echologin

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    v0.35 is on store

    fixes a rare error when using emission
     
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  9. kdgalla

    kdgalla

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    Hey @echologin , I just bought ShaderOne impulsively a few days ago. I notice that you can specify a parallax height for one of the surface map color channels. That's the only way to add the parallax effect that I could see. I have some assets that have a height map on a completely separate texture, though. Is that supported?
     
  10. echologin

    echologin

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    You can put that on the alpha channel of main texture... then select HEIGHT for alpha channel or just set the Surfacemap to the channel it uses

    You can also use the Windows/ShaderOne Surfacemap Maker to combine textures into a surface map texture

    having all the maps separate textures is slow ( more texture reads )
     
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  11. kdgalla

    kdgalla

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    Cool. I didn't know that there was a tool included to build the surface texture from existing textures. Thar should be easy.

    The combined texture will be efficient like you said, and it will be fun to see what sort of psychedelic colors the combined smoothness/metalness/AO/ height map will have. :)
     
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  12. indie_dev85

    indie_dev85

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    hi @echologin just purchased ShaderOne, really easy to use awesome work by you.

    Can you please add the outline option to shaders and also create some tutorial videos explaining about JSON import/export feature + various modules of shaderOne so that on-boarding process become easier for new users(it took me a while to understand how ShaderOne is using JSON settings to generate new shaders based on game needs).

    Thanks,
    DS
     
  13. echologin

    echologin

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    I will put outline on my todo list but doing it in an object shader will not look as good as a post effect outline

    You dont have to understand JSON its just what I use to save and load the settings

    So you can save the settings once from Generator and load them in all your scenes.
     
  14. Graham-B

    Graham-B

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    This looks great! Any plans to support VertExmotion?
     
  15. echologin

    echologin

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    IT supports vertex color controlled movement now

    just need to check the vertex options in generator then press Generate

    then on material for Vertex Color choose movment
     
  16. echologin

    echologin

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    Actually i just found a bug in Vertex controlled movement will submit fix to store tonight
     
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  17. echologin

    echologin

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    Added Screen Space UV mapping and thought of a way to improve the World Position UV mapping be like triplanar mapping w/o having to read the textures 3 times ( so its super fast )

    This will be in next update ( will be out in a day or 2 )

    Will be adding planar reflections next !!


    ShaderOne and Indicator Pro SALE ends Tomorrow Night !
     
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  18. echologin

    echologin

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    Will be submitting new version soon

    Fixes, additions and changes so far ... ( still testing it )

    v0.37
    * fixed: Problem with normal map scale and rim lighting
    * fixed: Problem with dither option using random screen position
    * fixed: Bug with UVSETS
    * changed: All UV mapping options are per layer now
    * changed: normal map scale is calculated same as standard shader
    * changed: normal map scale can go to 0-4 now
    * added: Screen space UV mapping
    * added: World Triplanar UV mapping

    Less then 24 hours left on Sale
     
    Last edited: Aug 1, 2019
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  19. echologin

    echologin

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    Had to submit the price change back to $40

    Have until unity approves that to get it at $10

    ( Still debugging next update )
     
  20. echologin

    echologin

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    They approved old price but its still on sale for $10

    Dont know what is going on but grab it while you can !

    Could go back to $40 any minute
     
  21. echologin

    echologin

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    Should have area lights done soon .. all you will have to do is add the ShaderOneAreaLight component to a unity light
    I Have the area lights shader code all figured out so all thats left to do is just finishing putting the options in and send data to shader from ShaderOneManager

    Tried to make them work and look how it does in HDRP

    and Unity still has sale price on this if you want to get it cheep.
     
    Last edited: Aug 5, 2019
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  22. echologin

    echologin

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    yes its taking longer than i thought to get this update out

    but there will be a surprise ... i think people will like this

    will post video when its ready ( next few days )
     
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  23. echologin

    echologin

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    Just a little teaser of what i added

    anyone guess what this test is ?

     
  24. hippocoder

    hippocoder

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  25. echologin

    echologin

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    Ok here is what I been working on . I started with RealTime Area Lighting then thought of making option to use Textures for Image Based Area Lighting ... its super fast too

    Normal Solid Area Lights are really no lower than a point light and Realtime Image based lighting is just a little slower



    You can also put a dissolve pattern on the image light texture's alpha channel to have lights
    do an effect or come on/off a certain way

    Rectangle lights can be one sided or 2

    Tube lights can be used with an image also to project in a cylinder shape

    ( will make a better video when this is all done in a few days . just wanted to show whats taking so long with next update )
     
    Last edited: Aug 20, 2019
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  26. echologin

    echologin

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    Quick example of making area image lights use dissolve to have parts come on and off at different times



    And no this is not a projector it is real image area lighting ( few people have asked this )

    Could also use dissolve on a tube light to have a light saber on/off growing effect

    Here is the texture used for image light ( grid is from photoshop not in image )


    Here is what Alpha channel for above images looks like which is used for Dissolve

    BTW: Unity still has not approved the update making it back to $40 dollars

    its still at $10

    StoreLink
     
    Last edited: Aug 20, 2019
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  27. Firlefanz73

    Firlefanz73

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    I hope it stays this way until I am home from work, I just saw it :D

    I am working on a chunk based game, where Performance is important and because of the chunks I want to use as less materials as possible (I am using only 5 textureatlas for possibly everything in the chunk), so I think I should give ShaderOne a try?

    Is there also a shader variant with Cutoff Two sided included, Maybe something for Vegetation and something for glass?

    Thanks!
     
  28. echologin

    echologin

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    What shader are you using now ? and yes it supports cutoff on 2 sided.
     
  29. Firlefanz73

    Firlefanz73

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    2 times the standard shader with opaque and textureatlas for each albedo and normalmap (one time with metallic and one other time with emission) so far plus one for glass (mk glass free) and one very simple I found on the net for double sided cutout for some Vegetation parts. One more very special shader for water and Lava but I guess I need to keep this one that can create lava and water and mudwater and posioned water from one materialand has some water vertex moves...

    I bought ShaderOne yesterday, the demo scenes look great and I had a look at the Shader-Editor, it looks simple and powerful!

    My large game "Biotopia3D" is only for PC right now (maybe consoles in sometime far away) I will try to replace the standard shaders and if possible the glass and doublesided cutout shader and have a look at the look and the performance :D

    I am also working on a simple game that works on pc and android, I will try some variant for the standard shader there as well and run on both platforms if possible :)

    Thanks for your asset, it Looks very useful and I am anxious to see what I can do with it...
     
  30. Firlefanz73

    Firlefanz73

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    Is there somewhere a Collection of Presets? You can save each shader preset as ShaderOneUserSettings.json already.

    So I think it would be a great idead to have a Directory with Presets like:

    Minimal Opaque
    Minimal Opaque with NormalMap
    Maximal Opaque

    Minimal Glass
    Maximal Glass

    Minimal Cutout Doublesided
    Maximal Cutout doublesided

    and some shaders like this many People Need as a preset.
    If somebody Needs a new shader and does not want or know where to look from the beginning, he can choose the closest one and start with this one then?

    Just some idea :) Or is there somewhere a pool like that? :)
     
  31. echologin

    echologin

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    Having presets is on the todo list for the material settings and I want to make an easy mode for generator
    ( once its more set in stone and closer to being out of beta )

    Its made so you can use one shader for everything.. whatever you don't have on in the material inspector
    is not used in the shader ..

    example: if you toggle PBR or lighting OFF on the material that code is not executed in the shader at all
     
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  32. echologin

    echologin

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    Well figured unity is not going to approve anything till after weekend

    So I added sphere lights today which can also optionally use a texture for image lighting

    its just about good to go . Plan is once again to submit this Sunday if no bugs come up
     
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  33. echologin

    echologin

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    Almost done with this .. still on track to submit sunday night

    you can adjust the distance it starts to blur and end of blur also

    I did a test using an old 760 GTX and solid vs image area lighting it just about the same speed and image rectangle area image lighting is only a few fps slower than a normal point light

    and there are still things I can do to speed it up down the road
     
    Last edited: Aug 25, 2019
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  34. Firlefanz73

    Firlefanz73

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    Hello,

    I am just testing 2 Materials with ShaderOne. Both used Standard shader opaque before.
    One has Emission.

    upload_2019-8-25_12-3-23.png
    upload_2019-8-25_12-3-55.png

    Looks okay so far, Maybe a Little too much refelection...

    Why does it Looks in my game like this? Why can I look through my wall? :)




    Looks funny somehow..:D
     
  35. Firlefanz73

    Firlefanz73

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    upload_2019-8-25_12-9-35.png

    The game's Image...
    Thanks!
     
  36. Firlefanz73

    Firlefanz73

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    PS: If I turn off my enviro sky Rendering, the Problem is gone! But I'd like to Keep it...
     
  37. echologin

    echologin

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    What is "enviro sky Rendering" an asset ?
     
  38. Firlefanz73

    Firlefanz73

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  39. echologin

    echologin

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    Ahh ok i will add it to my todo list
     
  40. Firlefanz73

    Firlefanz73

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    Thanks a lot, that would be important for me. I also asked in the enviro thread.

    One more Question or Maybe an idea but not that important:

    For my chunk based game I made a texture Atlas with gras grounds.
    The material Looks like this:
    upload_2019-8-26_8-43-58.png

    Texture is like this, I also have a black-white cutout for height and a normalmap etc:

    upload_2019-8-26_8-46-31.png

    Because the shader I bought is depricated and Performance is bad, I tried to create something like this with ShaderOne distortion.

    But it never grows the grass outside, just to the left or makes some strange Patterns:

    upload_2019-8-26_8-49-32.png

    Is it possible to create a grass shader like this with ShaderOne?

    Thanks a lot.
     
  41. echologin

    echologin

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    What shader is are you using now for grass ?
     
  42. Firlefanz73

    Firlefanz73

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    It's Name was "Grass/Fur Shader Pack" and it has been depricated.
    It's no Problem, I just thought maybe you have something like that, too :D
     
  43. echologin

    echologin

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    no it doesn't do anything like that ... im guessing that is really slow and doesnt work on mobile
     
  44. Firlefanz73

    Firlefanz73

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    Okay, I will Keep this one ;)
     
  45. Firlefanz73

    Firlefanz73

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    Anything new about compatibilty to enviro?

    In the enviro thread Vondox (the author) wrote:

    >Hello, looks like that there is something wrong with the depth. Looks like they are rendering in opaque queue but not writing to depth buffer. Maybe there is a option for that in shader ui?!
    <

    I found Nothing in the shader Generator, but does that help?

    Thanks a lot :)
     
  46. echologin

    echologin

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    Are you sure the materials are not using a blend mode other than solid ?

    that would prevent them from writing to zbuffer

    I will check though maybe there is a bug

    do you have discord ? if so goto my discord channel in my sig
    would be easier to talk live and fix it
     
  47. shamsfk

    shamsfk

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    Hi!

    I have a little trouble with shaderone's shadows:
    Снимок экрана (41).png
    No matter what I do, even cranking every quality setting on max still gets me those jagged shadows. Am I doing something wrong here?

    Forward mode, shader one lightning, single directional light.
     
  48. echologin

    echologin

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    and it looks better when using standard ? ( just want to prove its not some unity settings )

    can you send me your shaderone settings file ( you save it from the generator )

    If its happening with standard shader also

    Go to Quality Settings and choose Close Fit under Shadow Projection
     
    Last edited: Aug 30, 2019
  49. Firlefanz73

    Firlefanz73

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    That's the Settings I use. I'll try on Discord.
     

    Attached Files:

  50. Firlefanz73

    Firlefanz73

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    No that's them.
    upload_2019-8-31_11-36-15.png
     
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