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Scion - Filmic Post Processing

Discussion in 'Assets and Asset Store' started by Aieth, Jul 9, 2015.

  1. Martin_H

    Martin_H

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    @zenGarden:

    Did you delete your post because you found out how to tweak it?
    I already had written this:

    The bloom filter isn't easy to use in the way that you can tweak it to look blurry, but you also can do a lot better than what you have set. Don't turn the intensity so high, try below 0,3. Use a lens dirt texture, this is where the magic lies. Don't use the default one, make your own and make it bright enough. Tweak the settings for the bloom with both the bloom sliders and the lens dirt sliders.

    I'm quite happy with Scion. Give it another try!
     
  2. Reanimate_L

    Reanimate_L

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    Anybody got flipped image with latest scion and Hardware AA On?
    I need to comment this line in the combination pass shader to make it work.
    Code (csharp):
    1.  
    2.     #if UNITY_UV_STARTS_AT_TOP
    3.      if (_MainTex_TexelSize.y < 0.0f)
    4.        o.uv.y = 1.0f - o.uv.y;
    5.      #endif
    6.  
     
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  3. zenGarden

    zenGarden

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    Another important point :
    Always have camera HDR turned on or many effects won't work or work bad combiend together.

    I got similar results using Unity default effects, but Scion has a great adjustable lens flare and lens dirt, while it is compact as one component.

    Unity effects without lens flare



    Scion effects without lens flare effects : very similar to Unity only tweakings are not the same.


    Scion effects with lens flare effects
     
    Last edited: Sep 22, 2015
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  4. zenGarden

    zenGarden

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    Yes i deleted because after many searching , i found HDR was missing on the camera so many things didn't worked or was not good.

    Perhaps Scion magic is all in the lens flare effects.


    I would like to see two important features added as a wish :
    -Sunshafts
    -Quality motion blurr
     
    Last edited: Sep 22, 2015
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  5. Martin_H

    Martin_H

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    I found the lens flares hard to get to look like I want and ended up toning them way down. I was refering to the lens dirt texture. Anamorphic lensflares would be awesome. At the moment I'm still using the standard bloom to get them.
    Motion blur would be cool too and would make sense to me with the camera settings in Scion (shutter speed).
    Can sunshafts be done as a post effect?
     
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  6. zenGarden

    zenGarden

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    This is a Unity post effect, why Scion could not have that ?
    We could ask SSAO ... well i don't think Scion goal is to be the complete Full Screen effects package lol.
     
  7. Jog

    Jog

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    Wrote you a private :)
     
  8. IFL

    IFL

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    @Aieth - I'm wondering about this too. If you toggle between Scion's and Unity's (vignette @ 0) chromatic aberration, you can see how much of a visual difference there is when the camera is in motion. It's my one and only dislike of Scion - and it's a minor one at that. Everything else about this tool is a dream come true.

    [EDIT::] To clarify, I mean the angle of the effect and not rainbow vs stepped.
     
    Last edited: Sep 26, 2015
  9. hippocoder

    hippocoder

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    Pretty sure it's a deliberate decision for speed and aesthetics. He probably mentions it in the docs.
     
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  10. AcidArrow

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    It feels like a speed optimisation, because otherwise once you notice it (and admittedly, you have to go all out with the effect for it to be noticeable), it looks a bit... silly :p

    If it's deliberate for speed, I'm ok with it, assuming the performance difference is of any significance. If it's not, maybe it should be fixed :)
     
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  11. VicToMeyeZR

    VicToMeyeZR

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    Code (csharp):
    1. Assets/ScionPostProcess/Scripts/InspectorAttributes/InspectorAttributes.cs(137,31): error CS0509: `Inspector.Decorations.DecorationAttribute': cannot derive from sealed type `Attribute'
    2.  
    Import into project. Any thoughts? According to Unity, its trying to child from Attribute enum, not a class.
     
  12. VicToMeyeZR

    VicToMeyeZR

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    Well this is what i love about Unity... Stupid! I had to put System.Attribute in the two scripts, for it to work... Yet on another project it imported and worked just fine.
     
  13. antonov_3d

    antonov_3d

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    Plugin update broke it, now it has to be in root folder to work, if you move it to any other folder it doesnt work, before that everything was fine.
     
  14. antonov_3d

    antonov_3d

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  15. KnifeMedia

    KnifeMedia

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    Nice fix with that issue.

    I have a feature request - could you make the blend feature blend to a non-lut image when there is no lut in the second box?

    This way we could fade luts in and out at certain points. Right now it goes completely grey when you have a lut in the first box and nothing in the other. Rather make it blend to the same image that it would have if there was no lut.

    Is this possible?
     
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  16. Martin_H

    Martin_H

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    You can take a neutral LUT that not changes anything and blend to that. So you already can do what you want, you just need to pick a neutral LUT. If you bought a pack there is most likely one in there that is named "default" or "neutral". I believe there might also be one in the standard assets.
     
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  17. Gozdek

    Gozdek

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    Looks great!
     
  18. djgriff

    djgriff

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    Hi does this work on Mobile?
    Thanks
     
  19. AcidArrow

    AcidArrow

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    It's intended for desktops.
     
  20. Martin_H

    Martin_H

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    I have a feature suggestion: would it be possible to include an option to make the grain not animated? Like a little checkbox called "animated" that defaults to true but can be turned off? I'd like to add a tiny bit of grain to counter color banding, but having it animated makes it too distracting.
     
  21. Cynicat

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    any chance to use a render texture for lens dirt? was thinking about rendering clouds of particles to use in the lens dirt to fake volumetric particle lighting with animation for the dirt mask. =3
     
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  22. Martin_H

    Martin_H

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    I like the idea. You could also use that to animate effects like dirt splashing against the lens and fading back out. Could make for a very immersive effect.
     
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  23. Aieth

    Aieth

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    That's potentially an oversight on my part, I will look into it.

    Yeah HDR is pretty much mandatory for several of the effects to function well, especially anything that is based on the brightness of the image (bloom and lens flares).
    I am not going to implement any effects that require third party shader modification to be compatible, so sun shafts are a no go. The Alloy guys are pretty far along in their volumetric scattering system, I'm leaving all the hard bug hunting to them ;) I am considering motion blur, however I am not sure if I want to do a camera based approach or a motion vector one. The motion vector approach is better but is potentially very slow.

    See the above answer for sun shafts. Anamorphic lens flares are on my todo list!

    I will look into it.

    I can add some internal logic that generates a neutral LUT automatically if the second slot is empty. I am trying to avoid using up too many keywords.

    If you disable depth of field there is no reason it shouldn't work on mobile. However, due to the way the effects are designed, it looks nowhere near as good without linear lighting and HDR. If your game targets phones beefy enough to use those, then Scion (with DoF disabled) will/should run fine.

    Added to the todo list.

    Added to the todo list.



    Progress update
    I am reworking most of the depth of field algorithm, what's on the asset store now is the second generation of it (the first generation didn't live through beta testing). It's not going to change at all settings wise, but the internal logic is changing a lot. Essentially it all boils down to two things:
    * A lot better quality
    * Better performance

    The improved DoF will be patch 1.3. After that I'm doing all the small suggestions and things suggested by people, such as different vignette and chromatic aberration modes, anamorphic lens flares and automatic blend to neutral for LUTs when only one LUT is assigned.
     
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  24. djgriff

    djgriff

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    Thanks
     
  25. KnifeMedia

    KnifeMedia

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    Great.

    Any fix on the upside down issue? Unless I have standard assets DOF script above the Scion script, it renders upside down.

    Kinda odd.
     
  26. Martin_H

    Martin_H

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    You seem to be doing a great job at supporting your product, thanks a lot for all your hard work!

    I think I may have found another bug with the lens flares where black artifacts appear in the middle of the screen that look like an isometric cube. It only happens at certain resolutions when I set my game preview window to weird sizes like 1819x1091 pixels. It is not an issue for me at the moment, but if you don't know what causes it, you might want to look into this, to make sure it doesn't happen at any legit screen resoulutions. I've searched the last few thread pages but couldn't find any mention of this so I hope it is not already a known issue.
     
  27. Aieth

    Aieth

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    I will look into that too! I'm assuming we're talking about forward mode with MSAA on?

    I have not heard of that one before, could you post a screenshot?
     
    julianr likes this.
  28. Martin_H

    Martin_H

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    I thought I was on the latest version but it turns out I wasn't and seems to be already fixed in the newest version 1.2.1. (when re-importing I get some errors mentioning asset files from the demo scene, I assume I can ignore these?). Just for the record though, the steps to reproduce were:
    -create new project with scion loaded
    -select camera and enable hdr & deferred rendering path
    -add scion component
    -set lensflare downsample to 1
    In this case the artifact looked white, in my actual usecase it was black.

    scion-bug-lensflaredownsample.jpg
     
  29. zenGarden

    zenGarden

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    The Eye adaptation just don't work, but this is only a small feature not everyone needs.



    I tried a similar test scene , but this don't works.
     
  30. hippocoder

    hippocoder

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    It works fine but you're just not accepting that you don't understand how to use it or why it doesn't work for you.
     
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  31. moure

    moure

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    I dont own scion but it is obvious from your video that eye adaptation works :)
     
  32. zenGarden

    zenGarden

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    I put some cube house interior on some terrain outdoor with a bright directionnal light.
    When i enter the room that is darker with shadows, the floor is very bright and outdoor seems to have no effect seen from the interior.
    I didn't get the effect like in the video.
    But if it works for people than i must not be using it well.

    It is Crysis engine video, yes it works.

    Still there is no game having such beautifull effects and look in Unity
     
  33. Martin_H

    Martin_H

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    If instead of showing unreal and cryengine videos you'd upload a screencap of your test scene with the scion settings visible you'd probably have gotten a solution by now. Do you have proper materials setup or is everything still white? I think it works a lot better if you have some contrast (just like a real camera will try to make a black wall grey if you don't have anything white in the image and don't adjust the exposure correction manually).
     
  34. KnifeMedia

    KnifeMedia

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    Forward mode, yes.
     
  35. AcidArrow

    AcidArrow

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    Apart from the motionblur, (in which case, you can use amplify motion?) I'm not seeing anything that can't be done with Scion, as far as post effects go.
     
  36. julianr

    julianr

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    I have the same issue, camera is upside down. Using UFPS weapon camera, HDR on, Forward mode, with Anti-Aliasing disabled.
     
  37. Aieth

    Aieth

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    Is that under DX9?
     
  38. julianr

    julianr

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    DX11.

    HDR and forward on its own is fine, as soon as I switch on Scion, the camera flips.
     
    Last edited: Oct 5, 2015
  39. julianr

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    Ok, after some further testing and moving things about I believe I have it working on UFPS. Applied Scion script to FPSCamera - dont enable HDR, leave rendering to player settings, enable HDR and Forward rendering on the Weapon Camera (normally all post effects go under this camera). It then works, but not sure if it leaves the weapon and hand outside of Scion. Yet to test.

    edit: managed to get it to work (including hand/weapon), but it was a bit of a work around.
     
    Last edited: Oct 5, 2015
  40. Aieth

    Aieth

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    I am not familiar with how FPSCamera works, is it using some kind of special implementation to get image effects working?



    The new Depth of Field is nearing completion! The quality difference is remarkable, especially in motion. It's also faster than the previous version. Unfortunately for me, my main beta tester is busy playing networking programmer. So I figured I'd ask here if anyone would be interested in beta testing 1.3 when it reaches that status, which is most likely in a few days. Latest early next week.
    If you are, please PM me your in-voice number and I will contact you when the patch is ready.
     
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  41. JeyDia

    JeyDia

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  42. JeyDia

    JeyDia

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    The Video

     
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  43. Aieth

    Aieth

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    Progress update on 1.3:
    A beta version has gone out to all those that PM'd me for the beta testing. The new implementation of Depth of Field is running faster and looking a lot better than the old one. The major difference is a few other design choices resulting in a faster shader and the addition of temporal supersampling, which enables a far higher quality than what was previous possible.

    NewDoF3.png

    NewDoF2.png
     
    Last edited: Oct 13, 2015
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  44. blackbird

    blackbird

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    cool can i get a beta version ?
     
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  45. Martin_H

    Martin_H

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    This sounds great, I'm especially curious about the temporal supersampling. Is this only used for the DOF or could you use it to add temporal anti aliasing to Scion (which would be a huge deal I think). If you do another test setup I recommend using this scene:
    https://www.assetstore.unity3d.com/en/#!/content/7006
    The railing gives a lot of aliasing without AA and I've seen this scene used in other comparisons of no-AA, FXAA and TXAA.
    Keep up the great work! Looking forward to the next public release!


    You might be in the wrong thread. I don't think Scion has anything to do with screenspace reflections (which I'm guessing you are using here?) or reflection probes.
     
  46. Aieth

    Aieth

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    PM me your invoice number.

    Scion has nothing to do with reflections, that's coming from somewhere else :)

    Temporal supersampling for stuff like volumetric scattering, SSR, SSAO or DoF is one thing and the main render another. Temporal supersampling often results in unsharp images, which is completely fine for everything *but* the main render. The only way to really do it, taking moving objects into consideration, is to have per object motion vectors. And that could really use engine side integration, anything I do on this side will be horribly slow.
     
  47. Martin_H

    Martin_H

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    Ok, thanks for the explanation! My knowledge of these things isn't very deep so I got the two things confused.
     
  48. Licarell

    Licarell

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    @Aieth What are you using to render your screen shots... Are you using Jove 2?
     
  49. niosop2

    niosop2

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    Jove 2 is a completely different system that wouldn't work w/ Scion. He's just using Scion and the standard Unity 5 renderer.
     
  50. Licarell

    Licarell

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    I know Jove 2 is a different system... I only ask because @Aieth is the creator of both and I kinda think he's made it to work with Jove 2 as well... I would really scratch my head if he didn't and it would make me question the future of Jove 2 as well...