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[FREE] Amplify Color - Advanced Color Grading

Discussion in 'Assets and Asset Store' started by Amplify_Ricardo, Oct 8, 2013.

  1. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    Hello,

    Thank you for using Amplify Color, we really appreciate it. It would seem that the LUT texture is being compressed or our current requirements are unsupported on the 3g. Please make sure that your LUT texture settings match the values used on the LUT textures included in the Amplify Color package.

    What Unity version do you currently use and what is your target iOS version?

    Are you using AC in Mobile or Standard mode? We recently fixed a few issues that could cause similar problems, I will send you the latest build via PM.

    Thanks!
     
    Last edited: Sep 19, 2015
  2. zloph

    zloph

    Joined:
    Sep 20, 2011
    Posts:
    19
    I would if I could, but Unity dropped tegra supported devices.
    The iphone is actually a 3gs, not 3g, my mistake. The patch you sent me fixed the problem and now works just like the other platforms do. Thank you very much :)
     
  3. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    That's great, happy to know it's working. Let us know if you run into any additional issues, we would be happy to help.

    Thanks!
     
  4. EpicIndustries

    EpicIndustries

    Joined:
    Sep 28, 2014
    Posts:
    32
    Hi there,

    I bought the effect a couple of weeks back and so far I'm very pleased, it works great in the Unity editor.

    However I tried a windows development build and I get the following runtime errors:

    Code (CSharp):
    1. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BaseLinear' - Pass '' has no vertex shader
    2. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BaseLinear' - Setting to default shader.
    3. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BlendLinear' - Pass '' has no vertex shader
    4. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BlendLinear' - Setting to default shader.
    5. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BlendCache' - Pass '' has no vertex shader
    6. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BlendCache' - Setting to default shader.
    7. WARNING: Shader Unsupported: 'Hidden/Amplify Color/MaskLinear' - Pass '' has no vertex shader
    8. WARNING: Shader Unsupported: 'Hidden/Amplify Color/MaskLinear' - Setting to default shader.
    9. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BlendMaskLinear' - Pass '' has no vertex shader
    10. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BlendMaskLinear' - Setting to default shader.
    11. [AmplifyColor] This image effect is not supported on this platform. Please make sure your Unity license supports Full-Screen Post-Processing Effects which is usually reserved forn Pro licenses.
    12. UnityEngine.Debug:Internal_Log(Int32, String, Object)
    13. UnityEngine.Debug:LogError(Object)
    14. AmplifyColorBase:ReportNotSupported() (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:112)
    15. AmplifyColorBase:CheckShader(Shader) (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:124)
    16. AmplifyColorBase:CheckShaders() (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:132)
    17. AmplifyColorBase:CreateMaterials() (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:503)
    18. AmplifyColorBase:OnEnable() (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:152)
    19.  
    20. (Filename: C:/Users/Matthew/Desktop/Projects/AIH/AIH 22/src/Assets/3rd Party/AmplifyColor/Plugins/AmplifyColorBase.cs Line: 112)
    21.  
    22. NullReferenceException: Object reference not set to an instance of an object
    23.   at AspectUtility.SetCamera () [0x00127] in C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\Scripts\AspectUtility.cs:73
    24.  
    25.   at AspectUtility.Awake () [0x0001c] in C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\Scripts\AspectUtility.cs:22
    26.  
    27. (Filename: C:/Users/Matthew/Desktop/Projects/AIH/AIH 22/src/Assets/Scripts/AspectUtility.cs Line: 73)
    28.  
    29. NullReferenceException: Object reference not set to an instance of an object
    30.   at AmplifyColorBase.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture destination) [0x00181] in C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:636
    31.  
    32. (Filename: C:/Users/Matthew/Desktop/Projects/AIH/AIH 22/src/Assets/3rd Party/AmplifyColor/Plugins/AmplifyColorBase.cs Line: 636)
    And then that last null reference error just repeats.

    I'm probably configuring something wrong, can you shed any light on it? I'm using Unity 5.2

    Thanks!
     
  5. Diogo-Teixeira

    Diogo-Teixeira

    Joined:
    Apr 9, 2010
    Posts:
    494
    Hi EpicIndustries,

    Today we had a new version (v1.5.1) accepted to the Asset Store. It provides full support for Unity 5.2 and should work for you. We ran extensive testing on this one, including the very latest available versions of Unity 4 and 5.

    Can you update, reimport and try this latest version? Please get back to us if you have any trouble.

    Also, what is your target Platform when building?

    Cheers
     
  6. EpicIndustries

    EpicIndustries

    Joined:
    Sep 28, 2014
    Posts:
    32
    Thanks for the speedy reply,

    I updated Amplify Color and it has stopped the runtime errors occurring, however the effect is missing during the exported build, but again, still works fine in the Unity editor. I suspect the errors are still occuring but have been changed to silent?

    Here is the output log:

    Code (CSharp):
    1. WARNING: Shader Unsupported: 'Hidden/Amplify Color/Base' - Pass '' has no vertex shader
    2. WARNING: Shader Unsupported: 'Hidden/Amplify Color/Base' - Setting to default shader.
    3. WARNING: Shader Unsupported: 'Hidden/Amplify Color/Blend' - Pass '' has no vertex shader
    4. WARNING: Shader Unsupported: 'Hidden/Amplify Color/Blend' - Setting to default shader.
    5. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BlendCache' - Pass '' has no vertex shader
    6. WARNING: Shader Unsupported: 'Hidden/Amplify Color/BlendCache' - Setting to default shader.
    7. WARNING: Shader Unsupported: 'Hidden/Amplify Color/Mask' - Pass '' has no vertex shader
    8. WARNING: Shader Unsupported: 'Hidden/Amplify Color/Mask' - Setting to default shader.
    9. WARNING: Shader Unsupported: 'Hidden/Amplify Color/MaskBlend' - Pass '' has no vertex shader
    10. WARNING: Shader Unsupported: 'Hidden/Amplify Color/MaskBlend' - Setting to default shader.
    11. WARNING: Shader Unsupported: 'Hidden/Amplify Color/DepthMask' - Pass '' has no vertex shader
    12. WARNING: Shader Unsupported: 'Hidden/Amplify Color/DepthMask' - Setting to default shader.
    13. WARNING: Shader Unsupported: 'Hidden/Amplify Color/DepthMaskBlend' - Pass '' has no vertex shader
    14. WARNING: Shader Unsupported: 'Hidden/Amplify Color/DepthMaskBlend' - Setting to default shader.
    15. WARNING: Shader Unsupported: 'Hidden/Amplify Color/ProcessOnly' - Pass '' has no vertex shader
    16. WARNING: Shader Unsupported: 'Hidden/Amplify Color/ProcessOnly' - Setting to default shader.
    17. [AmplifyColor] This image effect is not supported on this platform.
    18. UnityEngine.Debug:Internal_Log(Int32, String, Object)
    19. UnityEngine.Debug:LogWarning(Object)
    20. AmplifyColorBase:ReportNotSupported() (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:138)
    21. AmplifyColorBase:CheckShader(Shader) (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:152)
    22. AmplifyColorBase:CheckShaders() (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:160)
    23. AmplifyColorBase:CreateMaterials() (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:607)
    24. AmplifyColorBase:OnEnable() (at C:\Users\Matthew\Desktop\Projects\AIH\AIH 22\src\Assets\3rd Party\AmplifyColor\Plugins\AmplifyColorBase.cs:180)
    25. (Filename: C:/Users/Matthew/Desktop/Projects/AIH/AIH 22/src/Assets/3rd Party/AmplifyColor/Plugins/AmplifyColorBase.cs Line: 138)
    If it helps, here is some errors which come up upon building in the Unity editor (Editor.log)

    Code (CSharp):
    1. Shader 'RL/Stencil/Transparent_StencilAttach': fallback shader 'Vertex' not found
    2. Shader 'RL/Stencil/UnLitTransparent_ZWriteOff_StencilAttach': fallback shader 'Vertex' not found
    3. Shader error in 'Hidden/Amplify Color/Blend': failed to open source file: 'Common.cginc' at line 11 (on d3d9)
    4.  
    5. Compiling Vertex program
    6. (Filename: Blend Line: 11)
    7.  
    8. Shader error in 'Hidden/Amplify Color/Blend': failed to open source file: 'Common.cginc' at line 11 (on d3d11)
    9.  
    10. Compiling Vertex program with AC_QUALITY_MOBILE
    11. (Filename: Blend Line: 11)
    12.  
    13. Shader error in 'Hidden/Amplify Color/Blend': failed to open source file: 'Common.cginc' at line 11 (on d3d11_9x)
    14.  
    15. Compiling Vertex program
    16. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
    17. (Filename: Blend Line: 11)
    18.  
    19. Shader error in 'Hidden/Amplify Color/MaskBlend': failed to open source file: 'Common.cginc' at line 11 (on d3d9)
    20.  
    21. Compiling Vertex program
    22. (Filename: MaskBlend Line: 11)
    23.  
    24. Shader error in 'Hidden/Amplify Color/MaskBlend': failed to open source file: 'Common.cginc' at line 11 (on d3d11)
    25.  
    26. Compiling Vertex program with AC_QUALITY_MOBILE
    27. (Filename: MaskBlend Line: 11)
    28.  
    29. Shader error in 'Hidden/Amplify Color/MaskBlend': failed to open source file: 'Common.cginc' at line 11 (on d3d11_9x)
    30.  
    31. Compiling Vertex program
    32. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
    33. (Filename: MaskBlend Line: 11)
    34.  
    35. Shader error in 'Hidden/Amplify Color/Base': failed to open source file: 'Common.cginc' at line 11 (on d3d9)
    36.  
    37. Compiling Vertex program
    38. (Filename: Base Line: 11)
    39.  
    40. Shader error in 'Hidden/Amplify Color/Base': failed to open source file: 'Common.cginc' at line 11 (on d3d11)
    41.  
    42. Compiling Vertex program with AC_QUALITY_MOBILE
    43. (Filename: Base Line: 11)
    44.  
    45. Shader error in 'Hidden/Amplify Color/Base': failed to open source file: 'Common.cginc' at line 11 (on d3d11_9x)
    46.  
    47. Compiling Vertex program
    48. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
    49. (Filename: Base Line: 11)
    50.  
    51. Shader error in 'Hidden/Amplify Color/DepthMaskBlend': failed to open source file: 'Common.cginc' at line 11 (on d3d9)
    52.  
    53. Compiling Vertex program
    54. (Filename: DepthMaskBlend Line: 11)
    55.  
    56. Shader error in 'Hidden/Amplify Color/DepthMaskBlend': failed to open source file: 'Common.cginc' at line 11 (on d3d11)
    57.  
    58. Compiling Vertex program with AC_QUALITY_MOBILE
    59. (Filename: DepthMaskBlend Line: 11)
    60.  
    61. Shader error in 'Hidden/Amplify Color/DepthMaskBlend': failed to open source file: 'Common.cginc' at line 11 (on d3d11_9x)
    62.  
    63. Compiling Vertex program
    64. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
    65. (Filename: DepthMaskBlend Line: 11)
    66.  
    67. Shader error in 'Hidden/Amplify Color/Mask': failed to open source file: 'Common.cginc' at line 11 (on d3d9)
    68.  
    69. Compiling Vertex program
    70. (Filename: Mask Line: 11)
    71.  
    72. Shader error in 'Hidden/Amplify Color/Mask': failed to open source file: 'Common.cginc' at line 11 (on d3d11)
    73.  
    74. Compiling Vertex program with AC_QUALITY_MOBILE
    75. (Filename: Mask Line: 11)
    76.  
    77. Shader error in 'Hidden/Amplify Color/Mask': failed to open source file: 'Common.cginc' at line 11 (on d3d11_9x)
    78.  
    79. Compiling Vertex program
    80. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
    81. (Filename: Mask Line: 11)
    82.  
    83. Shader error in 'Hidden/Amplify Color/DepthMask': failed to open source file: 'Common.cginc' at line 11 (on d3d9)
    84.  
    85. Compiling Vertex program
    86. (Filename: DepthMask Line: 11)
    87.  
    88. Shader error in 'Hidden/Amplify Color/DepthMask': failed to open source file: 'Common.cginc' at line 11 (on d3d11)
    89.  
    90. Compiling Vertex program with AC_QUALITY_MOBILE
    91. (Filename: DepthMask Line: 11)
    92.  
    93. Shader error in 'Hidden/Amplify Color/DepthMask': failed to open source file: 'Common.cginc' at line 11 (on d3d11_9x)
    94.  
    95. Compiling Vertex program
    96. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
    97. (Filename: DepthMask Line: 11)
    98.  
    99. Shader error in 'Hidden/Amplify Color/BlendCache': failed to open source file: 'Common.cginc' at line 18 (on d3d9)
    100.  
    101. Compiling Vertex program
    102. (Filename: BlendCache Line: 18)
    103.  
    104. Shader error in 'Hidden/Amplify Color/BlendCache': failed to open source file: 'Common.cginc' at line 18 (on d3d11)
    105.  
    106. Compiling Vertex program with AC_QUALITY_MOBILE
    107. (Filename: BlendCache Line: 18)
    108.  
    109. Shader error in 'Hidden/Amplify Color/BlendCache': failed to open source file: 'Common.cginc' at line 18 (on d3d11_9x)
    110.  
    111. Compiling Vertex program
    112. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
    113. (Filename: BlendCache Line: 18)
    114.  
    115. Shader error in 'Hidden/Amplify Color/ProcessOnly': failed to open source file: 'Common.cginc' at line 11 (on d3d9)
    116.  
    117. Compiling Vertex program
    118. (Filename: ProcessOnly Line: 11)
    119.  
    120. Shader error in 'Hidden/Amplify Color/ProcessOnly': failed to open source file: 'Common.cginc' at line 11 (on d3d11)
    121.  
    122. Compiling Fragment program with AC_QUALITY_MOBILE
    123. (Filename: ProcessOnly Line: 11)
    124.  
    125. Shader error in 'Hidden/Amplify Color/ProcessOnly': failed to open source file: 'Common.cginc' at line 11 (on d3d11_9x)
    126.  
    127. Compiling Vertex program
    128. Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
    129. (Filename: ProcessOnly Line: 11)
    And FYI, the build target is windows x86_64. Also please find attached a screenshot of my build settings in case it makes a difference:
     

    Attached Files:

  7. Diogo-Teixeira

    Diogo-Teixeira

    Joined:
    Apr 9, 2010
    Posts:
    494
    I just tested myself on both Windows and OSX (32 and 64bit), importing a fresh packaged from the Asset Store, onto an empty project and was unable to replicate the problem. (Unity 5.2.1f1)

    In yout case it seems to be failing to compile the necessary shaders during the build process.

    Is there anything peculiar about your asset folder organization? Is your AmplifyColor folder in the root Assets folder or was it moved somewhere else?

    Can you confirm that your folder structure looks like this? And that it contains Common.cginc under folder AmplifyColor/Resources?

     
  8. EpicIndustries

    EpicIndustries

    Joined:
    Sep 28, 2014
    Posts:
    32
    Ah my apologies, I've moved it into a folder called 3rd Party where I put all my 3rd party libraries if possible.
    Upon moving it back to the root the issue has been resolved, thanks so much for your help!
     
  9. Diogo-Teixeira

    Diogo-Teixeira

    Joined:
    Apr 9, 2010
    Posts:
    494
    That shouldn't be a problem, though. We usually do the same thing on our projects. We also build our products in a way that allows the folders to be moved (except Gizmos, because Unity). Tried it myself just now and it worked, as expected.

    I wonder what was going on. If you have the time and patience, please feel free to send over a stripped down version of the project (to support@amplify.pt) that exhibits that build problem. It would be great if we could figure out what was causing the issues.

    Thank you for your patience.
     
  10. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    A new major Amplify Color update is now available, directly trough the Asset Store or our own website. We would like to start by thanking you all for your patience when it comes to our occasionally slower iteration rate, we might seem silent but we are hard at work in the background with developers such as yourself; always exploring new features and improvement or providing the kind of premium support that you can always expect from us.

    Among other improvements in version 1.5.1 we introduce a lightweight Filmic Tonemapping option, appropriate HDR Dithering & adjustable Exposure. It's now possible to use Depth-based Masks via a curve controller and we also added 2D Collider support. By working closely with a few select developers we also found a critical workaround for a HW Clamping related issue plaguing the iPhone5s/iPAdAir, we also improved color space conversion, shader optimization and error handling in Unity 5.

    Be sure to visit our blog for the full change list, try it today!

    Stay tuned, we are working on innovative tools that will greatly improve your workflow and ease of use.

    Check out our Blog Post for additional info - Amplify Update 1.5.1
    Fully functional watermarked trial version - Download

    Amplify Color - Unity Asset Store
     
    Last edited: Oct 12, 2015
    spryx likes this.
  11. Amplify_Ricardo

    Amplify_Ricardo

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    Jul 19, 2013
    Posts:
    2,387
    The award winning NVYVE Studios raised the bar on what can be achieved with Unity 5. If nextgen indie AAA had a name it would be p.a.m.e.l.a.. Amplified both by our Color Grading and Motion Blur solution it delivers fantastic visuals and a gorgeous aesthetic inspired by games such as Mass Effect, Deus Ex and Bioshock in a fully dynamic open world game with RPG elements.

    It's hard to believe that p.a.m.e.l.a. is being developed by a team of 6, we are very happy to see our products in action on this type of project; it's a great example of how much they simplify and improve overall workflow and visual capacity. Color Grading and Quality Vector Based Motion blur without any hassles, reliable and high-performing across multiple platforms.





    1st place on Greenlight in 48 hours, be sure to follow it on Steam for instant updates.​


    Be sure to check out the NVYVE Unite 2015 session: Fallen Utopia – Bringing the World of PAMELA to Life with Unity 5. In this session Adam Simonar goes over the concept and design process behind the game’s unique aesthetics.



    Check our full post for additional info - Amplify Blog
    Fully functional Trials - Amplify Color, Amplify Motion
    Unity Products - Asset Store Page
     
    Last edited: Oct 27, 2015
  12. Amplify_Ricardo

    Amplify_Ricardo

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    Jul 19, 2013
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    2,387
    Updated the first post for quick reference and easy access to the latest information: First Post
     
    Last edited: Oct 30, 2015
  13. shmomo

    shmomo

    Joined:
    Oct 11, 2011
    Posts:
    127
    Just bought it. Love it!

    If I have two cameras in the scene using culling layers do I need to add the component to both cameras?

    Thanks,

    J
     
  14. rexwaves

    rexwaves

    Joined:
    Jul 1, 2013
    Posts:
    16
    Hi,

    I just bought Amplify Color, it's very nice and easy to use. However, testing on my Samsung Galaxy S2, the FPS dropped from 40 without it to 10 with it.

    I know I should have tried before purchasing, so I'm not compaining. I just want to know: is this expected? Is it possible to improve the performance?

    Thanks!
     
  15. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
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    We really appreciate it, thanks!
    I believe so but please tell us a bit more about your setup, we would be happy to provide additional information. Amplify Color also supports Dynamic Mask(section 6) but I'm unsure if that's what you are looking for, let us know.

    Feel free to contact us directly at support@amplify.pt.

    Thanks!
     
  16. Amplify_Ricardo

    Amplify_Ricardo

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    Jul 19, 2013
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    Thank you for your purchase, we really appreciate it and hopefully we can improve your experience. The S2 from 2011 is not the fastest device but the performance drop seems a bit high, please contact us directly at support@amplify.pt with additional information regarding your project, Unity version, Profiler information, Amplify Color values used or any additional relevant information that could possibly help us identify the issue.

    Thanks!
     
  17. gecko

    gecko

    Joined:
    Aug 10, 2006
    Posts:
    2,241
    I'm having a very strange problem with Amplify Color. When I put it on a camera, the rendered image is smeared. See screenshot comparison, plus my settings. HDR is off on the camera. I'm using 5.3.1f1 on Mac 10.10.5. Breaks my heart because I love Amplify Color. Is there anything I can do to fix it?
     

    Attached Files:

  18. gecko

    gecko

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    Well, I guess it happens with any image effect, not just Amplify Color. But I'd still welcome any ideas about what's going on!
     
  19. Amplify_Ricardo

    Amplify_Ricardo

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    Hi, we would be happy to help if we can. What platform are you targeting and is the problem also present in the editor? Is the issue present in a new project using a single effect on a camera?

    Thanks!
     
  20. jococo

    jococo

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    Dec 15, 2012
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    Can this asset be used to edit a texture2d at runtime? Not just change colors,etc of shader. If not is there an asset you could recommend to edit a texture2d at runtime?
     
  21. Amplify_Ricardo

    Amplify_Ricardo

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    Hello,

    That's an interesting question, I don't see why it shouldn't be possible. Amplify Color is pretty extensible and the full version offers full source code. Please do elaborate on your current requirements, we would be happy to help.

    Feel free to contact us privately via support@amplify.pt.

    Thanks!
     
  22. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
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    Amplify Color provides advanced color grading in a all-in-one easy to use package and can be yours for only $13.75 in the next 24 hours. Try it today!

    Amplify Color - Asset Store Page
    Amplify Color LUT Pack - Asset Store Page
    Fully Functional Trial Version - Download



    What does Firewatch, p.a.m.e.l.a., Manifold Garden, Rust, The Forest, Night In The Woods, Broforce and Star Wars Journeys Ep 1 – to name a few – have in common? Check out our full suite of Amplify Unity Products and find out what they can do for your project.
     
  23. Kafar

    Kafar

    Joined:
    Nov 29, 2012
    Posts:
    220
    Hi,

    How can I set in other way to use Amplify with GIMP?

    Thanks
     
  24. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    Hello Kafar, thank you for your interest. You can use any image editor, simply export an image using the provided LUT Creator, grade in GIMP and import it back to Unity. Check out section 3 of the Amplify Color Manual and let us know if you have any additional questions, we would be happy to help.

    Thanks!
     
  25. J_P_

    J_P_

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    1,027
    Was on my wishlist, Unity sent an email at 4am alerting me of the sale, it was over by the time I woke up..
     
  26. Amplify_Ricardo

    Amplify_Ricardo

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    That sucks... but you are in luck, we still have a voucher left! Check your PM's ;)
     
    jonfinlay likes this.
  27. Amplify_Ricardo

    Amplify_Ricardo

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    We still need to run a few additional tests but another user has reported that disabling the default MSAA solved the problem. It might not be the case for your project, it would be great to know if it's a viable workaround.

    Thanks!
     
  28. gecko

    gecko

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    Turns out this is a Unity 5.3 bug. Unity says it is fixed in 5.4. In the meantime, the workaround is to use Deferred Rendering.
     
  29. Amplify_Ricardo

    Amplify_Ricardo

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    Thank you for the additional information, we really appreciate it. Indeed, Deferred rendering whenever possible also seems to work.

    Thanks!
     
  30. MOSTY

    MOSTY

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    Sep 6, 2013
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    any voucher left? ;) thx in advance!
     
  31. deliciousbees

    deliciousbees

    Joined:
    Mar 16, 2015
    Posts:
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    Thanks for posting this, we were seeing the same thing after moving it into our "Third Party" folder too and were stumped until we hit this thread!
     
  32. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    Thank you for your interest, we really appreciate it but we are all out unfortunately.
     
  33. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
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    That shouldn't be a problem, we usually do the same thing on our projects. As I mentioned before, we also build our products in a way that allows the folders to be moved (except Gizmos, because Unity).

    We would really appreciate it if you could mail us additional info regarding your project setup, plugins used and any possible console output.

    Thanks!
     
  34. Mark-Paul

    Mark-Paul

    Joined:
    Feb 8, 2013
    Posts:
    46
    Hi Guys,

    Mark here from Fallen Planet Studios.

    We have been using Amplify for a number of years now, and infact used it on the popular Oculus Rift demo Affected. We are in the final stages of bringing one of the levels from our PC build, to the Samsung GearVR, and optimization is now almost complete. The final bottleneck in performance is now Amplify Color which is dropping our performance by around 12%. This is enough to make the game drop below the required 60FPS on our baseline spec Samsung Galaxy S6. it does feel slightly excessive.

    We have mobile selected from within the control panel, but I was hoping for any further advice on how to help with the performance. We are not using volumes, just the LUT on the main camera. With VR its imperative we hit 60FPS, but having to render each eye/camera at the same time, can be expensive.

    Quality Settings

    Forward Rendering
    2 x AA Enabled
    Shadows Disabled

    Any advice would be greatly appreciated.

    Mark Paul
    Fallen Planet Studios
     
  35. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
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    Posts:
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    Our apologies for the delayed post, we are trying to resolve the issue directly via email. Regarding the reported problem, Amplify Color uses a very lightweight shader, while it's unlikely that we can optimize the shader further there are a couple of things we can try.

    We are exploring possible solutions or causes and we will post our findings here as soon as possible.

    Thank you for using Amplify Color, Affected looks great!
     
  36. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    Hi Ricardo, have you got any video or written tutorials on the steps you do in Photoshop, or can you recommend a 3rd party one? I've been able to get some very nice results with Amplify and Photoshop, but would be nice to know what methods you guys or other professionals use. Thanks.
     
  37. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387

    Hello,

    Thank you for your interest, we really appreciate it.

    Unfortunately we don't offer any specific grading tutorials but it's definitely something we could provide in future videos. For users familiar with Adobe software I usually recommend checking out the Colorista Package by Red Giant (3-Way Color Grading); it's a great way to take your grades to the next level. DaVinci Resolve provides a free and complete package but it's considerably more complex to use when compared to standard 3-Way grading plugins. I recommend starting with the Red Giant Colorista Tutorials, it's a great source of information.

    Let us know if you have any additional questions, we would be happy to help.

    Thanks!
     
    jonfinlay likes this.
  38. svgdeveloper04

    svgdeveloper04

    Joined:
    Oct 20, 2015
    Posts:
    5
    Hi,
    I recently bought amplify colors to use it in an VR project (Oculus Rift DK2). Unfortunately, its causing some problems with the deferred render path in combination with vr support. I created a basic test scene and these are the results:

    (Tested in Unity 5.3.3f1, Virtual Reality Supported activ, Color Space linear)

    Without Oculus Rift attached:
    Forward Rendering works (x86 / 64bit)
    Deferred Rendering works (x86 / 64bit)

    With Oculus Rift attached:
    Forward Rendering works (x86 / 64bit)
    Deferred Rendering does not work! (x86 / 64bit) -> the game starts but the scene is not loaded. Instead, the unity logo is visible and flickering

    Any ideas?
     
  39. Diogo-Teixeira

    Diogo-Teixeira

    Joined:
    Apr 9, 2010
    Posts:
    494
    This issue doesn't seem to be Amplify Color specific and affects other post-effects as well. Seems like a bug in Unity 5.3.3f1. We tested with other post-effects (e.g. standard assets) and also got a black screen.

    We were able to get around the problem by applying the post-effects on a secondary/overlay Camera with Clear set to Don't Clear, and Culling Mask set to Nothing, Depth set to 0 (and -1 on Main Camera) and Render path set to Forward. The Main Camera rendering all the objects is still using Deferred.

    Hope this helps.
     
  40. svgdeveloper04

    svgdeveloper04

    Joined:
    Oct 20, 2015
    Posts:
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    Thanks for the feedback,! Ok didn`t thougt about a unity bug. Thanks for the idea to work with a 2nd camera, I will try this :)
     
  41. jammer42777

    jammer42777

    Joined:
    Apr 21, 2014
    Posts:
    116
    Hello, I just decided to purchase amplify color when my budget permits.
    I am wondering, when Will the lut creator be finished?
    Also are there plans to implement eye adaptation?
    And I might be purchasing scion eventually.... has anyone tried scion inside an amplify color volume?

    Thank you!
    --Joshua
     
    Last edited: Mar 14, 2016
  42. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    Hello Joshua,

    Thank you for your interest, we really appreciate it.

    The LUT Creator is still in the works but we currently do not have an official availability date. We actually added other features to Amplify Color that were going to be included after it was launched such as Depth Masking and Exposure control.

    Among other improvements and additions it's definitely something we are looking into. You can use Amplify Color Volumes to adjust your tone mapping camera component values and you can also set the Amplify Color Exposure value per-volume.

    Some of our users combine both solutions. Amplify Color Volumes accesses available components and their values directly from your camera, it should work just as well as any other post-effect or custom component.

    Let us know if you have any additional questions, we would be happy to help.

    Thanks!
     
  43. jammer42777

    jammer42777

    Joined:
    Apr 21, 2014
    Posts:
    116
    Thank you very much for the update! :)
    --Joshua
     
  44. jammer42777

    jammer42777

    Joined:
    Apr 21, 2014
    Posts:
    116
    Hello,
    I love amplify color! I made this LUT in unity:


    Looks great but I wanted to use the same LUT in unreal. I get this result:


    I wonder why it is doing this? Is there something I can fix within amplify color? Or unreal?

    I know unreal can use luts, this is one made for it (from the unreal documentation)


    Also I had tried the above LUT in unity and have this result:


    I don't know how to transfer between the two and I do want to use amplify color for LUTS in unreal.
    Any help would be appreciated!

    Thanks!
    --Joshua
     
  45. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    Hello Joshua,

    Thank you for your interest, we really appreciate it. Unity and Unreal use different LUT formats, LUT textures created with Amplify Color for Unity will only work in Unity and LUTs created with the Unreal reference image will only work in their engine. It is possible to convert LUTs into other formats but at the moment we do not offer such tool, maybe it's something we can include on the full package in future updates.

    I recommend making the 2 LUTs simultaneously, it would have to be done manually but you could always add the Unreal reference LUT to the image you intend to color grade; as long as the LUT added by Amplify Color is untouched it should work when exported separately.

    Not to promote external products but we do offer a Unreal specific color grading package, be sure to check our website, thanks!
     
  46. Gruguir

    Gruguir

    Joined:
    Nov 30, 2010
    Posts:
    340
    i experience performance issues on gear vr. I have not seen any noticeable performance hit on other platforms until then.
     
  47. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    Hello,

    We would be happy to help but we need to know a bit more about your project in order to debug the issue.

    -Unity Version
    -Android Device used
    -Using the default Unity Anti-Aliasing technique? (MSAA)
    -Do you experience similar performance issues with other post effects?

    Looking forward to your reply, thanks!
     
  48. Gruguir

    Gruguir

    Joined:
    Nov 30, 2010
    Posts:
    340
    Hi Ricardo,
    Actually yes, i'm seeing issues with other post effects, so the problem must be elsewhere.
    For infos : UT 5.3.4p5, oculus Utilities 1.3, Galaxy s6, with and without default AA. I think i'll open a post in the VR section, thanks.
     
  49. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,387
    Thank you for the additional information, we really appreciate it. We had similar results with our earlier tests, particularly when AA was enabled. We scheduled an additional set of tests, we will contact you as soon as we have any additional information.

    Thanks!
     
  50. Mark-Paul

    Mark-Paul

    Joined:
    Feb 8, 2013
    Posts:
    46
    We have noticed a VAST improvement using our S7 with full screen PP Camera effects, and Amplify works fine. Unfortunately it still has a huge impact on performance on the S6, so we are having to roll out without it.

    It feels more like a chipset issue than general performance as in rooms with only 10k Verts and 10 Drawcalls, it drops the FPS to around 20 from 60.

    Hope the above helps narrow the issue down Ricardo.