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Assets [Unity Awards 2018 - BEST ARTISTIC TOOL Winner] Aura - Volumetric Lighting

Discussion in 'Works In Progress - Archive' started by raphick, Nov 16, 2016.

  1. jilt

    jilt

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    This looks amazing, very kind to release this for free. I'm curious, does it play nice in VR? (single/double pass)
     
  2. raphick

    raphick

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    Thanks, I don't think I am gonna stop now :p (although documentations are not the most enjoyable piece of work to be done)



    Thanks. For VR, no data about it. I don't have the hardware so didn't work for it so far.
     
  3. jilt

    jilt

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    OK then I'll test it as soon as it's released and will let you know.
     
  4. Rockwall33

    Rockwall33

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    lol yeah!! is there a eta when it will be released?
     
  5. raphick

    raphick

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    Yes, stay tuned... :)
     
    Martin_H likes this.
  6. shahzaib

    shahzaib

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    anxiously waiting for the release! just one question, can it be used on mobile devices? SM3.0 devices to be specific.
     
  7. raphick

    raphick

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    Nope ComputeShaders only, sorry :/
     
  8. Rockwall33

    Rockwall33

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    Thank you! :D
     
    raphick likes this.
  9. Vanidash-Studios

    Vanidash-Studios

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  10. raphick

    raphick

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    Thanks!
     
  11. raphick

    raphick

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    Aura will be released on Monday 12th February 2018
    Spread the words!
     
  12. Rockwall33

    Rockwall33

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    Will do!
     
  13. nipoco

    nipoco

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    Yay!!
     
  14. raphick

    raphick

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    \o/
     
  15. MvdLaar

    MvdLaar

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    Can't wait!
     
    MarioRuiz likes this.
  16. S4G4N

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    Very excited for this release ;)
     
  17. Goobles

    Goobles

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    my body is ready
     
  18. MostHated

    MostHated

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    +10

    Counting down the days.
     
    Quique-Martinez likes this.
  19. id0

    id0

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    How can I miss this thread?! Looks very good!
     
  20. MostHated

    MostHated

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    The time is near gentleman. Shall we all join hands and begin our chant?
     
  21. Rockwall33

    Rockwall33

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    I think its coming really close!! :D
     
  22. blitzvb

    blitzvb

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    Hey,

    it’s maybe a weird question but why are you not selling this asset?
     
    Last edited: Feb 12, 2018
  23. Martin_H

    Martin_H

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    Looking forward to it!
     
  24. cubrman

    cubrman

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    I'm right beside you :)

    KUMBAYAAAA-KUMBA-KUMBAYAAAAA
     
  25. raphick

    raphick

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  26. Rockwall33

    Rockwall33

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    Woo woo! Today!! XD
     
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  27. raphick

    raphick

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    Astarorr, antoripa, No0B25 and 17 others like this.
  28. Rockwall33

    Rockwall33

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  29. jilt

    jilt

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    Awesome. Thanks, and happy birthday!
     
    madrobotMK and raphick like this.
  30. peturdarri

    peturdarri

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    Awesome, I'm testing it now. See you in about an hour when the ComputeShader finishes compiling :D
     
    raphick likes this.
  31. peturdarri

    peturdarri

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    Took about 20 minutes on an i5-6600K to compile the ComputeShader. Works great! I also tried it in VR and it works with multi-pass, but it breaks with single-pass. I did notice some stripe patterns when my head was inside the volumetric light. I can give you some information about what's broken with single-pass if you'd like. Hopefully we can get that working soon.

    Thanks so much for making this!
     
  32. Rockwall33

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    Awesome!!

    Happy Birthday @raphick!! :D
     
  33. Kolyasisan

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    I also wrote about it on Twitter, but right now Aura is simply unusable if you want to create a realistic global fog with mie/rayleigh scattering due to a lack of cascaded rendering. Like, I wanted to create a scene with a huge terrain that used blueish tint for rayleigh scattering and directional light as a mie direct scattering, also coupled with clouds on the bottom of the scene made with a plane zone and noise. And it didn't work at all, obviously. Incresing distance will drastically reduce quality and upping the resolution to improve quality will also drastically reduce performance.

    Once cascaded rendering will arrive, do you think we'll be able to have scenes with 3000-5000 view range to fully use Aura to effectively create such scenarios that won't be too costly to render? This is such a great opportunity as aura already looks extremely good!
     
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  34. id0

    id0

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    Thank you! Everything works great, exept I,m using NGSS (next gen soft shadows), and probably for that reason I have this error:

    Shader error in 'Hidden/Aura/StorePointLightShadowMap': undeclared identifier 'SampleCubeDistance' at line 80 (on d3d11)

    So point light volumetric shadows don't work for me :(

    [ImageEffectAllowedInSceneView] doesn't work either. Is there any way to show effect in the scene view?
     
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  35. ceebeee

    ceebeee

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    Actually i'm getting that shader error with stock shadows as well. Unity 2017.3.1

    Seems from the reddit thread he knows about it:

    https://www.reddit.com/r/Unity3D/co...ic_lighting_for_unity_is_now_free_on/du4uc2z/
     
    Last edited: Feb 12, 2018
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  36. raphick

    raphick

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    Hi the problem is only occurring for Point Lights' Shadows on 2017.3.
    As stated in the ReadMe and the FAQs, the released was planned for 2017.2.
    There will be a fix. ;)

    For the distance, this is a known limitation of the technique. Although you use very exaggerated distances!
    While waiting for cascades, you could either use impostors or old solutions.
     
    id0 and Kolyasisan like this.
  37. Kolyasisan

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    Those are not really exaggerated. If you truly want an accurate atmospheric scattering representation, then you'll need to use those distances so that the fog would have a better attenuation and won't make close objects affected by fog (which is unavoidable when using close distances while having a high density to achieve some kind of fog). Also, in some scenarios (when you are high on a mountain, for example) you'll need such big distances to have height fog properly displayed and not cut off. So, yeah, having high distances is quite important for achieving full atmospheric scattering emulation.
     
  38. raphick

    raphick

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    Anyway there will be cascades :p
     
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  39. Kolyasisan

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    Oh, yes, I saw that you replied on twitter. What do you mean by impostors?
     
  40. raphick

    raphick

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    Simplified techniques or pre baked assets.
     
  41. Kolyasisan

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    Ah, imposters. No, I didn't and I fail to see how they will allow me to fix the current problem of not having a global fog capabilities in Aura.
     
  42. raphick

    raphick

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    Global approach is a thing right :D
     
  43. Shinyclef

    Shinyclef

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    Congratulations on your release :). Hope some people post pics!
     
    raphick likes this.
  44. Lars-Steenhoff

    Lars-Steenhoff

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    Why hope for other people what you can do too? ;)
     
  45. raphick

    raphick

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    Because Aura wasn't made for me but for the people :)

    I wish to see how they use it, what they achieve with it and more importantly in their own projects ;)

    PS: thank you very much for the donation ;)
     
    SirTwistedStorm likes this.
  46. Rockwall33

    Rockwall33

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  47. Shinyclef

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    I will when I integrate! In the meantime I hope to see the various current uses!
     
  48. Jesus

    Jesus

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    Just imported it into my project - looks good so far (other than the point light shadows, that seems a strange thing for Unity to change?).

    Performance is honestly a lot better than I was expecting. I know these volumetric things can be massive hogs, and there's a whole field dedicated to ways of getting them to run faster on ever-increasing resolutions, but I needed basically everything turned on and maxed and it's got no trouble, running fine.
     
  49. Jussukka

    Jussukka

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    Testing in game. Works beautifully. Is pretty fast, renders in correct order compared to other solutions, and most importantly, does not break anything for now (exept point lights)
     
  50. Jussukka

    Jussukka

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    Issue not with AURA

    Exept: just noticed an issue. i am not sure if this is a deliberate thing or a bug or what: When moving too high or turning away from the light source, the shadows disappear from the volume completely, turning it not a volumetric effect with shadows but just a haze.

    For our top down third person game this functionality is a dealbreaker, which is a shame. I hope there is a fix to turn off light shadow culling somehow.

    EDIT: see explanation in next post
     
    Last edited: Feb 13, 2018