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SEGI (Fully Dynamic Global Illumination)

Discussion in 'Assets and Asset Store' started by sonicether, Jun 10, 2016.

  1. TooManySugar

    TooManySugar

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    I can test any build on gtx1080 here, so feel free to share compiled versions for testing and log sharing
     
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  2. petersx

    petersx

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    Hi,

    On this video:
    SEGI works in scene view.
    In Unity 2017 / 5.5 only working in game view - where is problem ?
     
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  3. rrahim

    rrahim

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    He says in the video at the end that he uses an asset called Scene View FX for scene view.
     
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  4. petersx

    petersx

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    I tought that was Unity 4.x problem - in Unity 5.x / 2017 image effects are default enabled in scene view
     
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  5. Mauri

    Mauri

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    Could a crash.dmp and error.log from an actual Build help, too? (I've also send it to sonicether)
    https://mega.nz/#!4GJmwbwQ!HgEi5NmlQaz52BE07K2gRZN-TmvhIDkIe99tQvGBrNY

    I'll try to get a Editor.log. (Strangely, even though my graphics driver crashes and restores itself, the Editor doesn't always Crash with it. It still runs, but everything in the Editor is white). I'll also try your memory leak fix (kudos for helping sonicether out, nxrighthere!).

    EDIT: The memory leak fix didn't work for me either :( But I got an Editor.log, attached below.
     

    Attached Files:

    Last edited: Sep 21, 2017
  6. BruceBarratt

    BruceBarratt

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    On mine I can't see or do anything after the crash. If I reboot do you think the crash log might be there?

    I'll give it a go anyway.
     
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  7. nxrighthere

    nxrighthere

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    Last edited: Sep 25, 2017
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  8. BruceBarratt

    BruceBarratt

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    Here.

    It doesn't look much use to me. It feels like the GPU hangs somehow so maybe that's not producing a proper crash report.
     

    Attached Files:

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  9. elbows

    elbows

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    Asset developers still need to put a flag in their code for their effects to work in scene view. There could be other issues beyond that, including performance, I dont know.

    The flag:

    [ImageEffectAllowedInSceneView]
     
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  10. BruceBarratt

    BruceBarratt

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    It seems pretty hard to debug this kind of thing. Possibly there's a line in a shader file that is causing crashes. Could we have the shader output different colour squares one by one as it completes different functions. Then we could report back which colour we got up to.
     
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  11. nxrighthere

    nxrighthere

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    Unfortunately, it is. But @Mauri logs contain some useful information.

    SEGI is not compatible with it. Maybe I can fix that.
     
    Last edited: Sep 21, 2017
  12. arnoob

    arnoob

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    It is so heartwarming to see all these people finally taking part to the project and contributing to fixing the asset in real time. This thread is now my mood improver! :-D
     
  13. AndyNeoman

    AndyNeoman

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    This is fantastic. So much better than the standard unity lighting options.

    I have had to switch off reflections though as some of my foliage is going a strange red colour with it enabled. Anyone shed any light on this issue? (sorry).
     
    Last edited: Sep 22, 2017
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  14. tweedie

    tweedie

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    Hm- only just considered this, but would it be best to start a new thread for SEGI now it's not an asset and to give a fresh base for the community to get involved? This one might be best left for anybody asking about the deprication / refunds etc, and a new one can be a clean slate for people to share their ideas / understanding of the ongoing project. 30 pages is a decent chunk :) Just a thought.
     
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  15. buttmatrix

    buttmatrix

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    Seems better to keep it all in one place. There is a lot of good information stored on this thread, plus it's the logical first place to look.
     
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  16. nxrighthere

    nxrighthere

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    Added scene view support in Unity 5.4+. Is highly recommended to restart the editor after applying this patch.

    I think I found what causing cascaded version to crash. I'm trying to fix it right now.

    Also, @sonicether has merged all my recent pull requests with the master branch, so feel free to test it.
     
    Last edited: Sep 25, 2017
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  17. nxrighthere

    nxrighthere

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    It's not crashing anymore for me now. Tested with GTX 950 and GTX 920M using Unity 2017.1.1p2. Please confirm that.

    Project
    Standalone
     
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  18. BruceBarratt

    BruceBarratt

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    I'm on it

    EDIT: Tried with 2017.1.1f1. Crash on loading project. Same hanging as before. Presumably because SEGI is working in scene view now. Tried with the standalone build too. Crashes as intro screen ends.
     
    Last edited: Sep 22, 2017
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  19. TooManySugar

    TooManySugar

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    Tested Standalone, Works without issues here, ran it twice, also ran on both monitors.
    upload_2017-9-22_11-15-2.png
    GPU is 1080
     
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  20. TooManySugar

    TooManySugar

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    OK, tested Project too. All ok!
    In runs in scene view and also when I hit play. I can pause and resume without issues.

    Unity versión:
    upload_2017-9-22_11-24-8.png
     
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  21. Benedani

    Benedani

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    I've got an issue with dynamic objects. Basically you can see the object's path which it takes as it moves around a dark area.

    upload_2017-9-22_13-32-3.png
    You can kind of see some bright areas where the guy was. This problem is especially noticeable on a low framerate. (I have a potato :v)
    Edit: More testing. It happens both with a static camera and a follow camera.
     
    Last edited: Sep 22, 2017
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  22. nxrighthere

    nxrighthere

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    All these warnings are now fixed and shaders is a bit more optimized.

    @BruceJRBarratt @TooManySugar
    Thanks for your tests. I don't know what else I can do, on my hardware the cascaded version now works quite stable.
     
    Last edited: Nov 18, 2017
  23. buttmatrix

    buttmatrix

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    This is a known artifact related to temporal sampling for screen-space voxel cone tracing
     
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  24. redemprez

    redemprez

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    Current reflection steps are limited to 128, can we have 1024 or 2048 as a limit?

    EDIT: I managed to tweak value in Editor but the reflections still are not mirror quality. Anyone knows how to achieve mirror reflection in SEGI? MirrorShader4 does not work with it.
     
    Last edited: Sep 22, 2017
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  25. yohami

    yohami

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    Thanks @sonicether! if you set a Patreon to keep working on this I'll contribute, and Im sure many others will
     
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  26. Nexusmaster

    Nexusmaster

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    Hi, I fixed the shadow map cascade bug (the shadowmap wasn't updated for all cascades correctly), waiting for Sonic to accept my github request pull :)
     
  27. Mauri

    Mauri

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    Same issue as BruceJRBarratt. I got an Editor.log for you, though...
     

    Attached Files:

  28. elbows

    elbows

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    These contributions by others are making my heart sing with joy and I havent even tried them yet - thanks for immediately making the github approach bear fruit!
     
    Last edited: Sep 22, 2017
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  29. nxrighthere

    nxrighthere

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    @Mauri How about a standalone build? It's crashing too?
     
    Last edited: Sep 23, 2017
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  30. Mauri

    Mauri

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    Yeah, it's crashing right after the splash screen. Then I tried your project, but Unity crashes right after loading it.
    I've also manually downloaded your patch-1 files from your GitHub, turned "Update GI" back on (in my test scene, I turned it off by default) and it instantly crashes Unity when I go to the Game view - just like before.

    On a side note: nxrighthere thanks, I appreciate your help. I'm sure we all do here.
     
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  31. zornor90

    zornor90

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    I would happily contribute to make dynamic GI a reality
     
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  32. makeshiftwings

    makeshiftwings

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    I'm very happy to see this is on GitHub now. Thank you SonicEther for opening the source instead of just letting it languish!
     
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  33. hippocoder

    hippocoder

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    Well you can all consider this as basically crowdfunding a dynamic GI for the greater good instead of it being just about how much money wasted. Silver linings and all that :)
     
  34. dadude123

    dadude123

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    Still crashes for me after enabling voxel AA and flying around a bit.
    The standalone worked fine (but i didnt test it for longer than a minute).
    The project version crashes the display driver.

    Here's the log file. Unfortunately there is no useful information inside it from what I can see.
    https://pastebin.com/6cHrWJna
     
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  35. hippocoder

    hippocoder

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    I would advocate making it so that SEGI can't be resold as a shader or asset (but as you say still fine for games being sold or films). This is so people don't just keep ripping off github and selling it on asset store.
     
  36. Mauri

    Mauri

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    I'd say that is one of the joys of 'open source'. When sonicether was developing alone and more closed, we couldn't give much feedback in time. Now we can give instant feedback by contributing to it, etc. Most thanks to @nxrighthere. Let's say the future for SEGI is becoming (more) brighter :)
     
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  37. TooManySugar

    TooManySugar

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    Those crashing try to give hardware and OS specs, as it will probably helpf finding what is going on.
     
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  38. makeshiftwings

    makeshiftwings

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    I'm trying to use Megasplat and SEGI at the same time. For some reason, in the voxelization pass, SEGI sees all the splatmapped objects as white voxels instead of picking up the actual color from the splat texture. I looked at the SEGIVoxelize shader but I'm a bit lost trying to figure out how it actually gets the color of a voxel. Could anyone nudge me in the right direction?
     
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  39. Vagabond_

    Vagabond_

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    As far as i know (at least i remember Sonic did mentioned it) SEGI only reads the main texture and main color from a shader...I think there is no way to work with Mega Splat just like that ( not sure though ) !
     
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  40. makeshiftwings

    makeshiftwings

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    Ah! That makes sense... _MainTex and _Emissive are the textures from the material of the object it's voxelizing. Actually I think I can make that work in my case; MegaSplat lets you use a Macro Texture to fade to at a distance which acts like a regular diffuse main texture, it's just named differently. And I'm generating the macro texture anyway, so I can probably figure out how to use that for the voxelization pass.
     
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  41. AndyNeoman

    AndyNeoman

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    Great to see other shader specialists getting involved. Has anyone else had a problem with reflections? Some of my assets from the tropical pack are completely red when reflections are on. go back to usual green when off. This asset is big improvement on standard realtime GI I look forward to how it evolves with git.
     
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  42. thelebaron

    thelebaron

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    are you using lux? theres an issue with the two and reflections(I recall a similar problem when using the lux skin shader and segi).
     
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  43. nxrighthere

    nxrighthere

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    @Mauri @dadude123
    Thanks for the information. It's hard to solve this issue because I can't reproduce it on my PC and laptop. I experienced video driver crashes in some scenarios, but the cascaded version has become stable after I made fixes to the code.

    By the way, @sonicether has merged all the recent pull requests with the master branch, so as always feel free to test it and leave some feedback.
     
    Last edited: Nov 18, 2017
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  44. Mauri

    Mauri

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    @nxrighthere I wish I could do more, but I'm not an expert at this, so Editor logs and alike are the only thing I can offer :(
    I'm currently "out of office", but I'll give it a go later and report back :)
     
  45. redemprez

    redemprez

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    I am experiencing some strange memory leak when using the latest version of SEGI (not release, but master branch). After couple of minutes my memory usage goes to 12GB for no reason. When SEGI is disabled Unity runs normally. Also SEGI 0.9 release works fine.
     
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  46. nxrighthere

    nxrighthere

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    @redemprez You're faced with this problem because SEGI is now working in the scene view, but the volume textures are not unloaded properly from memory. Now it should be fixed.
     
    Last edited: Dec 17, 2017
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  47. Mauri

    Mauri

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    Still crashing my graphic driver and Unity... :(
     

    Attached Files:

  48. redemprez

    redemprez

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    Thank you, you're the boss! I will test it soon :)

    EDIT: Memory leak is gone, great. But now SEGI is flickering after pressing "play".
    EDIT2: Flickering in 2017.1.1p3 also. It dissapears when "Infinite bounces" are off.
    EDIT3: Flickering still exists, even with infinite bounces off:
    EDIT4: @nxrighthere found the source of flickering: It appears only when the scene view and the game view are opened at the same time. Temporary solution: closing one of views. @nxrighthere is working on a fix.
     
    Last edited: Sep 23, 2017
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  49. nxrighthere

    nxrighthere

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    @dadude123 Downgrading from Unity 2017.2.0b11 to 2017.1.1p3 / p4 should solve your issue.

    @Mauri I'll send an experimental version to you as soon as I finish working on it.

    @redemprez Can you record a short video demonstrating what exactly is happening?
     
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  50. redemprez

    redemprez

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    @redemprez Can you record a short video demonstrating what exactly is happening?[/QUOTE]
    I just did it in my previous post. I will record also version with infinite bounces.

    EDIT2: @nxrighthere found the source of flickering: It appears only when the scene view and the game view are opened at the same time. Temporary solution: closing one of views. @nxrighthere is working on a fix.

    EDIT:
    Flickering also exists when clicking on interface buttons even when stopped (for example: buttons on top of the scene view) or dragging sliders.

    Video with inifnite bounces:


     
    Last edited: Sep 23, 2017
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