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Unity 5 shaders low quality

Discussion in 'Shaders' started by zenGarden, Mar 25, 2015.

  1. Allegorithmic

    Allegorithmic

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    Thanks! It was short we didn't have a lot of time, but it was recorded and I think it will be with the Unite videos Unity publishes. If not, I can make a video of the talk and upload to our youTube.

    Cheers,
    Wes
     
  2. zenGarden

    zenGarden

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    Thank you so much for your efforts with Unity to improve their PBR shader :)


    Does this means the workflow will be direct ? substance roughness and Metalness maps directy usable with Unity 5.3 new GGX PBR shader ?
     
  3. Teo

    Teo

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    Sadly is scheduled for December!!:(

    I need 5.3 now!!! :)
     
  4. KRGraphics

    KRGraphics

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    I feel your pain, Teo... big time, I am creating high fidelity characters and find myself fighting with the cubemaps more and more... especially when I can't even get them to look the way I want... unfortunately, Skyshop no longer works with Alloy so I have to figure out ways around this...
     
  5. Teo

    Teo

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    @KRGraphics I extensively use Algorithmic tools, everything looks exactly how I want, when I put them in Unity 5 something don't match, especially on metallic surfaces. Most probable is because GGX, but also I am not sure if reflections probes works correctly, especially on deferred rendering path.
     
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  6. KRGraphics

    KRGraphics

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    Yes, it's a real pain... I use Substance Designer as well and Alloy (Which is GGX), but the cubemaps are sampled much differently in Unity which is not great... The only way to counter this is either use the same cubemap from Painter in Unity, or fudge the roughness map in Painter by using a corrective curve which I DON'T want.

    For now, the model looks really good... here is what I am dealing with now (using Scion Postprocessing btw which looks REAL good), having to fight with cubemaps... in Substance Painter, the textures are WAY rougher than shown here, and I had to unfortunately fudge it. Example, the skin is perfect the way I want. But if your reflection probes are set too high resolution, it messes up your roughness.

    Screenshot 2015-10-01 01.09.04.png
     
  7. Deleted User

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    Hi,

    This is mostly likely due to the differences in the BRDF. Unity 5.3 will change this : ) I have tested the latest internal builds and its working very well with Substance Painter. Unity will be using GGX.

    In the meantime, you can try changing the resolution on your reflection probe and there is an issue in Unity where this is changing the interpretation of the smoothness.

    Cheers,

    Wes
     
  8. KRGraphics

    KRGraphics

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    I really hope so... it will be very hard to make my textures look like they are supposed to
     
  9. AcidArrow

    AcidArrow

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    This is with 5.3 beta 5.

    I think this issue is finally resolved.

    substance.jpg

    (and for those that might want to start nitpicking, please keep in mind, I eyeballed the camera position and the environment rotation, so they are not supposed to look 100% the same)
     
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  10. zenGarden

    zenGarden

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    Could you paint some super reflective surfaces and some very rought at maximum to compare better ?
    (Reflection is not visible a lot with background and your painting)
     
  11. AcidArrow

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    I didn't paint anything, it's the cymourai asset as-is.

    But since you asked, here is a magnificent paintover I just did that is bound to win me many awards:
    paint.jpg

    The only "real" difference I can see is that when a metallic surface is very rough, it darkens somewhat in substance painter (left side of the cymourai) while in Unity is has roughly the same overall brightness. Not sure which is more "correct".
     
  12. KRGraphics

    KRGraphics

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    The one thing i am worried about is if it will be 1:1 when we use our own probes...
     
  13. zenGarden

    zenGarden

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    We should ask to both what is the correct lightening ? Anyway that's great because Unity is getting good PBR finally.
    I think we can thanks a lot Wesm and Substance Designer guys for pushing and helping Unity correct the PBR rendering :rolleyes:
     
  14. AcidArrow

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    Actually, I investigated it a bit more, and it appears that Substance is able to produce "rougher" metallic surfaces than Unity can. Unity doesn't provice a "rough" enough reflection probe, to match how rough substance does its reflections at max value.

    In any case, it doesn't seem like a big issue.
     
  15. zenGarden

    zenGarden

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    Unity have some work to do in that area perhaps.
     
  16. KRGraphics

    KRGraphics

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    Actually this is the one thing that continues to bother me... they need to get it as close as Substance Painter as POSSIBLE... hell, even Skyshop got this correct.
     
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  17. AcidArrow

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    No, they don't and it's not an issue.

    Toolbag 2 has the same "issue" and AFAIK people have been hailing toolbag's shader compatibility as great.
     
  18. Deleted User

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    Thanks @AcidArrow for the feedback and testing. Please let me know any issues you find. I find that Substance is able to produce more detail in the "rougher" surfaces as well. I am also reporting all of our testing to the Unity devs and have alerted them to your posts.

    Cheers,
    Wes
     
  19. KRGraphics

    KRGraphics

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    This is great news... I use Alloy but I hope that they ensure the reflection probes allow for the 1:1 roughness I am looking for in substance painter. It is awesome that the HDR match nearly 1:1, but the real test comes when we use our own scenes
     
  20. Erind

    Erind

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    yes but for now it offers the best pbr for games
     
  21. zenGarden

    zenGarden

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    I know and it offers other great features missing like sub surface scattering or pom and some others.
    I don't see the point of "best" pbr for the common pbr material ?
    As Unity is using GGX , models from substance painter to Unity should look the same now (i have worked on cartoon and not PBR models these months so i should check it).
     
  22. Erind

    Erind

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    sss is not used that much in video games but you can still use shader forge to make sss
     
  23. zenGarden

    zenGarden

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    Big games uses it and small indie gaems start using it. Why using Shader Forge when Alloy includes it in the package ?
     
  24. Erind

    Erind

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    what game use it ?
     
  25. AcidArrow

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    Most AAA use some form of Skin shader for their characters and that usually includes SSS.
     
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  26. Erind

    Erind

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    yes in the trailer
     
  27. AcidArrow

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    ... Okay? (no, not really)
     
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  28. Erind

    Erind

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    sss is used only on ice and other things like that you dont get to close to the face or skin of a character to see the sss effect (for the ice you can use emission texture).
     
  29. AcidArrow

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    I think this is one of those situations that I might get in trouble if I keep pointing out that you are not correct, so.

    Yeah, sure.
     
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  30. Erind

    Erind

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    i might not be correct i don't know but i'm suggesting
     
  31. Erind

    Erind

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