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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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    I sent you a link to v0.37 on discord via a private msg
     
  2. echologin

    echologin

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    BTW submitted v0.37 so price will be going back to $40 usd as soon as they approve it

    It has the Area Lights in this update but they are not 100% done yet ( specular needs more work )

    Area lights only work when ShaderOne lighting is used
    All you need to do is add the component ShaderOneAreaLight to a unity light and choose options
    If you want to use image lighting you have to set a 512x512 texture on manager then chose its index
    on ShaderOneAreaLight component




    v0.37
    * fixed: error in chromatic aberration code
    * fixed: Problem with normal map scale and rim lighting
    * fixed: Problem with dither option using random screen position
    * fixed: Bug with UVSETS
    * fixed: 2 spelling mistakes in UI
    * 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: Sphere Tube and Rectangle area lights ( WIP )
    * added: Screen space UV mapping
    * added: World Triplanar UV mapping

    v0.36
    * fixed: Generator let you choose more than 4 UV sets in unity 2017
    * fixed: Error when choosing UV sets on material
    * added: Screen space UV mapping option
     
  3. witcher101

    witcher101

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    Hello is this faster than LWRP on mobile. I have bought this assest and am thinking of implemeting this on my project. Currently i have some problems with lwrp. Also does this have a good skin shader
     
  4. echologin

    echologin

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    yes it is faster than LWRP and you can do a skin shader by using 2nd layer as a detail map and turning on Translucent ( SSS)
     
  5. Enoch

    Enoch

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    This is a pretty awesome all inclusive shader framework. I just purchased this, and if I could be so bold, is it possible that you can add color swapping as a shader option (Ie specify a 1-3 color ranges and recolor the albedo in those ranges to new colors). There are assets on the store that do this, but it would be nice a nice optional addition to this framework.
     
  6. echologin

    echologin

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    you mean like being cable to color a cars paint or a characters shirt a different color ?
     
  7. Enoch

    Enoch

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    yes but done in the shader and controlled through properties, instead of having to swap whole textures. something similar to this (https://assetstore.unity.com/packages/vfx/shaders/color-swapper-shader-140291) but integrated into ShaderOne as an option (if even possible).
     
  8. echologin

    echologin

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    I have something like that on my todo list

    Will be something like a mask channel that tells what parts can be colorized
     
    Enoch and hopeful like this.
  9. echologin

    echologin

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    UPDATE: Still working on update

    hit a hardware limitation with image area lights

    had to re-work things a bit .. so a few more days
     
    twobob and hopeful like this.
  10. Migueljb

    Migueljb

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    Any news on the vegetation shaders? Grass and Leaves shader with a vertex wind setup works best for mobile.
     
    Lars-Steenhoff likes this.
  11. echologin

    echologin

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    It does that in a simple way now .. will expand on that eventually

    check on "vertex options" in generator then on material under Vertex Color choose Movement

    There is bug in that atm which is fixed in this next update ( just taking way longer than expected )
     
  12. Lars-Steenhoff

    Lars-Steenhoff

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    What about ambient occlusion to vertex colors?
     
  13. echologin

    echologin

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    u mean store AO on vertex colors instead of a texture map ?

    Theoretically you could turn on vertex options and choose color option under vertex color on material

    that would multiply the texture by vertex colors which is just about same thing what AO does

    would be a simple thing to feed vertex colors right into AO if that didnt work right
     
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  14. Lars-Steenhoff

    Lars-Steenhoff

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    Yes to store ao in vertex colors instead of texture like in the old days
     
  15. echologin

    echologin

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    It should work with vertex color option .. ill look into it more once i get this update done

    Worst case its a 5 min a fix
     
    Lars-Steenhoff likes this.
  16. Firlefanz73

    Firlefanz73

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    Will the next update be "Enviro - Sky and weather" compatible?

    Thanks :)
     
  17. echologin

    echologin

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    i thought the problem was deferred ?

    ShaderOne doesnt work in deferred
     
  18. pierre92nicot

    pierre92nicot

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    Hi, do you think it's possbile to get some wetness effect with ShaderOne ?
    Thanks
     
  19. echologin

    echologin

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    can you show me an image or video of what wetness look you are going for ?
     
  20. pierre92nicot

    pierre92nicot

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    Here you go

     
  21. echologin

    echologin

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    You can do that using 2 layers 1 for normal texture and normalmap and 2nd for detail ( set 2nd layer to use multiply )

    then u could do rain drops with the cell animation or just change textures

    it also has flowmaps to make moving water
     
    Last edited: Sep 16, 2019
  22. pierre92nicot

    pierre92nicot

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  23. echologin

    echologin

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    Update: Finally got the image area lights working right and added more toon shading features

    Toon lighting affects light, specular and rim-lighting now

    Rim Lighting can be subtractive for outline effect or Additive ( Will be in Next Update )

    Toon Shading
    Screen Shot 2019-09-25 at 3.34.55 PM.png

    Area Image Lighting
    (yes i am going to put my own screens on there, logos are just place holders)



    And the price change still has not been approved can still get this for 10 dollars
    until i submit update
     
    Last edited: Sep 26, 2019
    twobob likes this.
  24. echologin

    echologin

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    Recreating this scene from Blade Runner 2049 using ShaderOne Image Lighting ( will be in next update )



    Here is video of what I have with ShaderOne so far
     
  25. echologin

    echologin

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    Actually added real distortion to lighting also as option ( looks more like what was in blade runner )

    and found u could use the dissolve light effect as a user made shadow mask
     
    toto2003 and hopeful like this.
  26. echologin

    echologin

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    UPDATE: echo didnt die or get kidnapped

    This update is just taking longer than i thought it would (i am literally working on this 12 hours a day )

    Seems stable and area lights are done
    and its also faster now

    here is the list of fixes/changes so far

    * fixed: bug that could turn scene black
    * fixed: bug that caused scene to be white on some GPU's
    * fixed: bug with translucent thickness not working on Alpha of MainTex
    * fixed: issue with translucent thickness being reversed
    * fixed: Translucent GUI showing when it was off
    * fixed: issue with unlit mask on a surface map
    * fixed: error in chromatic aberration code
    * fixed: Problem with normal map scale and rim lighting
    * fixed: Problem with dither option using random screen position
    * fixed: Bug with UVSETS
    * fixed: 2 spelling mistakes in UI
    * fixed: issue on mobile where lighting was dark
    * fixed: Generator let you choose more than 4 UV sets in unity 2017
    * fixed: Error when choosing UV sets on material
    * fixed: Error when trying to build app in forward rendering
    * changed: rewrote parts of manager to use less CPU
    * 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
    * changed: renamed multiply lighting to toon lighting
    * changed: lighting is more physcally correct when using ShaderOne Lighting
    * added: uses local keywords when using unity 2019
    * added: toon lighting option that effects light, specular and rim lighting
    * added: ramp texture lighting
    * added: Tube and Rectangle solid area lights
    * added: Sphere, Tube and Rectangle image area lights
    * added: Screen space UV mapping
    * added: World Triplanar UV mapping
    * added: slider to change light falloff
    * updated: Optimized Manager and Shader

    should be ready to submit soon ..
     
    toto2003, twobob and zKici like this.
  27. zagreekie

    zagreekie

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    I have been planning out the graphic style for my next game, and I had tried a lot of toon shaders but they always felt too cartoony, and what I was aiming for was more of a grim graphic novel style.

    I figured I would mess around in Shaderone to see what kind of effect I could get, and this was the result after just 15 minutes of messing around with settings. (also worth noting I have only messed around with shader one for probably an hour, I do not know it well at all, yet still I was able to get this right off the bat)


    I am crazy pleased! will be using shaderone for my next game for sure. and a Charry on top is after speaking with Echo for a few mins about my objectives he already added in a feature I wanted to try out "* added: ramp texture lighting" and pushed it out in an update the following day.

    After losses half my hair launching my last game in HDRP I am mindblown at how smooth this prosses has been so far.

    Keep up the great work!

    P.s. this scene is:
    1.1m polys
    296 batches
    16 animated skinned meshes
    190 shadow casters,
    1 directional light casting high-quality soft shadows
    15 point/spot lights

    And it runs at 1000FPS... wtf... I am speechless, this same scene in HDRP would be 150FPS max

    (all of the spikes you see are Vsync capping my frames I don't know how to disable it in the profiler, but it was costing between 60% to 85% of total processing time the whole way threw. so without it i can't even imagen what my ms per frame would be.)
     
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  28. hopeful

    hopeful

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    New features are great, but bug fixes are wonderful too. :)
     
  29. echologin

    echologin

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    LOTS of fixes in next update and tested it on a lot of devices to fix issues.. if no problems come up ... will be submitting sunday

    Also did not foresee the area lights problem . took a few days to get working but then had major issues with texture arrays which was compounded by this bug that turned scene black in rare cases ( all fixed now )
     
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  30. twobob

    twobob

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    It's sounds - well stupid - but have you tried putting the scene view side by side with the game view and then entirely obscuring one and then the other and observed with scenario the spikes are worst in. I forget the exact secret sauce but seriously mess about with that there is some - odd - relationship between the rendering of the various view that adds those those spikes if I recall correctly.

    It was possible to find a stable configuration of panes in most instances to obtain more sensitive testing (when that was required) in previous versions of unity (up to 2018.x I think this was the case) it is likely with some dicking around one could find such a nirvana still.

    Good fortune and happy faffing. nice looking game. That distance shading is wet-myself good right?
     
  31. echologin

    echologin

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    Still fixing bugs ... im not even going to say when i am submitting ( seems to jinx it )

    will be when i get every known bug ( not many left )

    wait will be worth it.. this update is MASSIVE
     
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  32. echologin

    echologin

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    UPDATE: Still working on update

    almost there
     
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  33. echologin

    echologin

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    Fixed a huge bug when adding / removing lights which would cause unity to freeze up
    and another issue slowing down scene view ... now everything is faster then b4

    Manager is faster, Shader is Faster, Scene view updates are faster and Scene view lighting is faster

    Just trying to make it through my testing cycle
    which is to test all demos in unity 2017,2018, 2019, 2020 and on a few devices and webgl

    when I make it through that w/o finding any bugs i will submit

    here is current list of fixes/changes/additions
     
    Last edited: Nov 13, 2019
    hopeful likes this.
  34. therewillbebrad

    therewillbebrad

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    Probably just missing a setting but I just switched all the shaders in my scene to oneshader and I can't seem to get the baked lighting to work. When I switch to the standard shader they appear correctly so I know the lightmaps are there, I am just unsure of how to get them to appear with the shaderone shader.Most just end up going completely black. Thanks for the help.

    Also I spent many hours as a child playing raptor on this shareware disk I had so thanks for the good memories.
     
  35. therewillbebrad

    therewillbebrad

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    Well I'm definitely at the 256 shader limit so that could be it. Unless you think it's something else I'll have to mess with that this weekend, I don't have it in me right now to clean up the shader pile haha.
     
  36. echologin

    echologin

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    If you want it to work just like standard shader you have to turn on

    Baked Lightmapping and Dynamic Lightmapping in generator and press Generate

    >>Also I spent many hours as a child playing raptor on this shareware disk I had so thanks for the good memories.

    Cool !!

    Also if you have discord come to my discord channel can help in real time
    https://discord.gg/QrQRPZV
     
  37. echologin

    echologin

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    do you mean shader keywords ?

    in next update it will use local keywords where it can ( when using unity 2019 and up )

    Also having less things on in generator uses less keywords

    and using ShaderOne lighting vs Forward in generator uses A LOT less keywords
    and its faster
     
  38. therewillbebrad

    therewillbebrad

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    Completely missed the generator window. Figured it was something dumb. I'll definitely join the discord thanks man.

    And yeah I use alot of assets that throw in their own shaders so I'm almost always at the 256 shader keyword limit, I've grown to ignore it most of the time.
     
  39. toto2003

    toto2003

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    Hi echologin,
    i have use this asset for evaluation, and it look very great , i manage to get many point lights and got my drawcall very low because of this, i was wondering if area lights would be limited or i can expect to put many area light without Killing performance. Also in hdrp they have a nice volumetric light system is there a way to fake volumetric light in shaderone if yes will it be apply to area lights?
    Keep the great work and thanks for releasing this.
     
  40. echologin

    echologin

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    solid area lights are about same speed as a spot light ( really fast )

    image area lights are a bit slower but they do work on mobile
    in fact i dont know if anyone ever did image area lighting this fast b4


    PS: just polishing up GUI and updating docs and i can submit this HUGE UPDATE
     
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  41. echologin

    echologin

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    UPDATE: made it through one round of my tests with no new bugs

    now have around 5 people testing it ... almost there
     
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  42. RockSPb

    RockSPb

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    Hello! Nice work! I would like to know does ShaderOne use your own shadowmapping for custom lighting, or you connected to unity sm? Also does ShaderOne support multiple point\spot lights shadows? Thanks.
     
  43. echologin

    echologin

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    I use unity lighting for shadows and I calculate my own lighting for actual lights so you can have up to
    4 dir lights
    32 point lights
    32 spot lights

    in one shader pass

    BUT

    in next update its going to be

    1 dir light ( more can be added but unity seems to calculate them as light probes in newer unity's )
    16 Point lights ( all 16 can be per vertex or per pixel )
    16 Spot Lights ( all 16 can be per vertex or per pixel )
    16 Tube lights ( all 16 can be per vertex or per pixel )
    16 Rectangle lights ( all 16 can be per vertex or per pixel )
    16 Point Image lights ( but only 8 can be per pixel )
    16 Tube Image lights ( but only 8 can be per pixel )
    16 Rectangle Image lights ( but only 8 can be per pixel )

    You can have any amount of lights but shaderOne chooses the ones closest to camera
    closer ones are per pixel further ones are vertex.

    Right now my lighting can only have shadows on one directional light
    but you can set lights to have negative lighting to use for fake shadows under characters
    and can also fake shadows with the new image are lights ( will be in next update )

    It does let you use forward rendering then you have shadows for all unity lights
    but area lights will not work and its one light per shader pass so its not that fast ( like standard )
    I will eventually take this mode out

    Eventually i will figure out some way to have shadows on every light

    here is the growing list of fixes, changes and additions that will be in the next update

    ChangeLog

    its in final testing now should be submitting to store soon!
     
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  44. RockSPb

    RockSPb

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    Thank you for your replay! I'm curios about a shadows because I want to improve them.
    I was hoping that I didn't need to create everything from scratch)
     
  45. jamesparksart

    jamesparksart

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    This is a work in progress, but I wanted to post one of my projects on here to show shaderOne's overall ascetics in this scene. This scene uses all shaderOne Materials (except for plants, terrain, and sky). I am excited about the new update that is coming. Even though this scene looks really good now with this version of shaderOne, I am sure that it will look even better when the update comes out. :) SUPER EXCITED! It is going to be momma smacking good!
     
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  46. Firlefanz73

    Firlefanz73

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    Hello,

    will there be some Presets in the upcoming new release?
    Something like the ShaderOne Version of the Standard shader and Maybe some more for "daily usage" or for some stuff many People Need like grass, glas and water? Would be great :)

    Thanks
     
  47. jamesparksart

    jamesparksart

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    From what I know. He is trying to finish this update first... and then I believe he might try to work on his own rendering pipeline. If he can get that up and going he can do a lot more stuff and probably more efficiently. But, I don't know. I just remember him talking about creating his on RP on the discord channel. Which would help in production time and in features. But, that will take some time as well. I know like modeling people don't realize how long it takes to do this stuff. I always joke and say oh it is just 3 clicks of a mouse and I am done. LOL. Anyways, I think he might work on a glass (which would be be used for water) sometime soon(if we bug him enought. :) ) . But, I am sure he is SUPER busy trying to get the next update out.
     
  48. echologin

    echologin

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    I did add Standard and UE4 surface map presets... want to get this update out and bugs fixed then i will add more presets kinda features
     
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  49. Migueljb

    Migueljb

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    Any updates or vids on what vegetation with moving wind can look like? Talking trees and all things plants grass etc.
     
  50. echologin

    echologin

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    no videos for that yet ... going to redo terrain and that kinda stuff next