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Volumetric Crystal Materials Pack

Discussion in 'Assets and Asset Store' started by eddietree, Dec 1, 2017.

  1. eddietree

    eddietree

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    High-quality volumetric crystal gems shaders, materials and models/prefabs for you to instantly drop into your game.

    Ready to use! 13 pre-made volumetric materials ready to be applied onto any 3D model (and mobile versions of all materials), 5 crystal models (and drop-in ready prefabs), 10 hand-crafted textures (volumetric height maps, etc), and shaders fully available. Supports LWRP, HDRP, mobile, VR/AR and consoles.

    Check it out here:
    https://assetstore.unity.com/packag...nces/volumetric-crystal-materials-pack-105951

    Video Here:


    Used in projects:
    Have questions or need support?

    Note regarding weird gamma textures (happens on HDRP):
    https://forum.unity.com/threads/volumetric-crystal-materials-pack.507114/#post-5987699


     
    Last edited: Jul 1, 2020
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  2. eddietree

    eddietree

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    Just wanted to bump this thread to mention that it finally was approved and went live! Check it out and love to hear your thoughts.
     
  3. nipoco

    nipoco

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    This is one of the best looking gem/crystal shader, I've seen so far.
     
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  4. atomicjoe

    atomicjoe

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    Looks very nice!
    It would suit my project perfectly.
    I will need some additional info though, since my render pipeline is quite odd:

    - Are this Surface Shaders or Vertex + Fragment shaders?
    - Are this shaders transparent or opaque ?
    - Do they use GrabPass ?
    - Do they cast/receive shadows ?
    - Do they support realtime GI ?
    - How hard it is to make your custom material and textures with the included shaders?
    - Any info about the used technique or a WebGL demo ?

    Thanks :)
     
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  5. eddietree

    eddietree

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    Thanks Atomicjoe

    to answer your question

    - Are this Surface Shaders or Vertex + Fragment shaders?
    Because of the special rendering it needs, we had to develop a custom vertet+fragment shader for this.

    - Are this shaders transparent or opaque ?
    Some are transparent and some are opaque, depending on your needs

    - Do they use GrabPass ?
    Yes, in order to do transparent refractions, GrabPass is required. All mobile versions of the material (which is included in the asset) has grabpass disabled to be mobile-friendly.

    - Do they cast/receive shadows ?
    They cast shadows, but currently does not receive

    - Do they support realtime GI ?
    Does not support GI currently it would need to be a bit more involved. If there is a demand for GI, definitely wouldn't mind taking a look.

    - How hard it is to make your custom material and textures with the included shaders?
    Very easy. If you look at the materials, it all uses only one shader, u can simply swap textures to immediately see how it affects.

    - Any info about the used technique or a WebGL demo ?
    The technique is a variant of the parallax bumpmap technique. As for the WebGL demo, we tried recently but Unity had a weird WebGL export bug on the 2017 version we were using and couldn't be bothered to dig into it.

    I hope that answers your questions, thanks again for your interest!
     
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  6. atomicjoe

    atomicjoe

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    I see... sadly, I really need shaders to be surface shaders in order to integrate nicely with the rest of my render pipeline as I'm doing pretty fancy stuff.
    Thanks anyway :)
     
  7. eddietree

    eddietree

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    Thanks Atomicjoe, not a problem. I will say that in our projects, we are using the crystal shader alongside alot of our standard shader materials in the scene and it does mesh well visually. Unsure if you are dipping into some fancy GI stuff, but should be generally viable within most contexts.
     
  8. atomicjoe

    atomicjoe

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    The problem is I use a custom deferred render for my game (not unity's deferred render) and it's not easy to integrate shaders that are not surface shaders.
    Also, things like realtime GI, shadow reception and tessellation can easily become a nightmare with regular fragment shaders.
     
  9. eddietree

    eddietree

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    Slight update, the volumetric crystal has been used by a few projects, recently "Chorus" by Justice VR video.
    http://tylerhurd.com/projects/chorus/

    If you are using it, let us know, we'd love to feature you!
     
  10. trilobyteme

    trilobyteme

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    Nice, congratulations! I'm planning on using it for content I'm building in a Unity-based virtual world. Once I get some things finished an 'in-world' I'll post pics or video :)
     
  11. eddietree

    eddietree

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    Thanks! Looking forward to see how you use the material. And if you have enjoyed it, feel free to leave a review as well :) No pressure!
     
  12. SpaceRay

    SpaceRay

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    I have just seen this asset and it seems to be what I have been waiting and trying to find for a very loooong time. And it seems that it does not depend on having custom thickness map, curvature map, or any other map needed.

    Please, how is this shader affected from ambient light and directional lighting? I mean if the effect shown on examples will keep the same or is better to have a low lighting for the effect to be seen better?

    Thanks very much
     
  13. eddietree

    eddietree

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    Thanks for your interest, @SpaceRay. Most of lights effects don't really affect the crystal as most of them are transparent, however, specular lighting are enabled with certain lights (such as directional lights) and will provide you with specular highlights for that shiny bling look :)

    The demo video shows the scene with one directional light
     
  14. vallenshield

    vallenshield

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    loving this shader but I'm having dificatly figering out how to make my own textchers for the shader to use with transparency mind sheding some light on this.
     
  15. eddietree

    eddietree

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    Hi Vallenshield. If you try replacing the "heightmap" texture slots in the material, you can get somewhat of a sense of how it works. Essentially, the value of the heightmap correlates to the depth of where to place the texture.

    Feel free to email support@funktroniclabs.com if you have specific questions.
     
  16. mangax

    mangax

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    does this support light weight render pipeline?
     
  17. eddietree

    eddietree

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    Sorry for late reply, @mangax - I have not tested it with LWRP, but there is not reason why it would not work.
     
  18. Airship

    Airship

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    Unfortunately, looks like LWRP does not work. Awesome shaders though
     
  19. eddietree

    eddietree

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    @Airship ok we'll look into it. can you lmk what it is that doesn't work? is it just error (MAGENTA)?
     
  20. Airship

    Airship

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    Yeah, all of the shaders are just Magenta in LWRP.
     
  21. eddietree

    eddietree

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    Hey @Airship, just letting you know that we've submitted a fix for LWRP and the new version is now live! If you update the plugin now, you will received the fix. Thanks again for informing us of the bug, please let me know if you still have any problems!

    https://assetstore.unity.com/packages/slug/105951

    - Eddie
     
  22. Airship

    Airship

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    Awesome, thanks for supporting LWRP. They look great!
     
  23. Shinao

    Shinao

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    I need a HDRP/ShaderGraph version, is it possible ?
     
  24. eddietree

    eddietree

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    HDRP is a feature that has been requested quite a bit recently, and am looking into it! It's def possible, I'll post here where it is integrated and the plug-in updated, thanks.
     
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  25. Unity-Artcraft

    Unity-Artcraft

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    is there a way to make this work with unitys fog? :)
     
  26. eddietree

    eddietree

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    Last edited: Jan 17, 2020
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  27. Shinao

    Shinao

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    @eddietree Thanks for the quick support. I can't seem to make Specular and Refraction works on HDRP though, on Standard it works as expected.
     
  28. eddietree

    eddietree

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    @Shinao, OK I'll look into it. can you describe what is going on? is it not working at all or is it working but just doesn't look correct? Thanks
     
  29. Shinao

    Shinao

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    @eddietree There is no change at all by moving the sliders or enabling the features (on HDRP, works fine on Standard).
     
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  30. eddietree

    eddietree

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    @Shinao, ok took a look into it, seems like there is a general bug in HDRP working with lights in general. It seems like the variable "_WorldSpaceLightPos0" is undefined in HDRP unfortunately.

    But it does seem like others have tried to solve this issue, you can see it here:
    https://forum.unity.com/threads/shader-graph-light-direction.615316/
    https://gist.github.com/ciro-unity/a55d73bcda93ca149cf7fd7e407f8812

    Essentially, at the moment, I am unable to receive unity scene lights are not passed automatically into the shader and requires users to have extra code to make it work. A bit frustrating that this stuff has not been consolidated, and I'm sorry for the inconvenience.
     
  31. eddietree

    eddietree

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  32. bariscigal

    bariscigal

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    Looks definitely fantastic. My projects are mainly on mobile though. Can you share some images on mobile? How is the performance?
     
  33. eddietree

    eddietree

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    There are Material variants in asset bundle that have the material fully optimized for mobile, should run very fast on current phone platforms. We've used them on some of our Oculus Quest projects, which is not only VR but also a mobile gpu/processor, so should not have problems if your phone is current.
     
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  34. eddietree

    eddietree

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    Note:

    For those of you who are having troubles with weird gamma textures withing certain render pipelines (like HDRP), you can fix it by toggling the sRGB flag within the textures.

    Render bug (HDRP):


    How to fix:
     
  35. faolad

    faolad

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    Hello, I recently bought the VolumetricCrystalMaterials asset and was wondering if there's a way to add emission to the shader. Thanks!
     
  36. eddietree

    eddietree

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    Thank you @faolad . I received your email, and happy to work with you over email.
     
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  37. LogaNRV

    LogaNRV

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    Hi. Do you think it would be too difficult to add "receive shadows" support to the shader?
     
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  38. eddietree

    eddietree

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    Hi @LogaNRV , it would not be difficult to add. I'll take note to add it in our upcoming update
     
  39. LogaNRV

    LogaNRV

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    Hi, thanks!
    That would be great. I tried, but it was over my current knowledge of SRP shaders.

    What I did, was integrating the volumetric shaders with the PIDI planar reflection asset from the store, but that was pretty easy.
    So now I have some floors that simulate "ice" using your shaders and with nice planar reflections :)
     
  40. eddietree

    eddietree

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  41. NotQuiteSmith

    NotQuiteSmith

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    Do I need to do anything to enable URP? I'm not getting the same transparency, "glass" effect with todays release :-(
     
  42. eddietree

    eddietree

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    OK i will look into it @NotQuiteSmith , can you email me with your project details? Specifically which version of Unity and URP (and any other rendering settings you have enabled), and I will try to reproduce your bug and fix it?

    Email: support@funktroniclabs.com
     
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  43. KrisKay

    KrisKay

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    Wow these are beautiful! Do they work with the Built-in Render Pipeline?
     
  44. eddietree

    eddietree

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    Yes Kris it should work work. Feel free to email us at support@funktroniclabs.com if you have any issues
     
  45. KrisKay

    KrisKay

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    Hi! With the materials that are transparent, would it be possible to put a light inside and have shine out onto the scene (like a lamp)?
     
    Last edited: Apr 17, 2021
  46. eddietree

    eddietree

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    Hi @KrisKay , we have an "Inner Light" component in the material, which I believe will accomplish what you are looking for. Simple choose any material and scroll down to the "Inner Light" section of the material.

    If you have any further questions, please feel free to reach out at support@funktroniclabs.com
     

    Attached Files:

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  47. mrwhip

    mrwhip

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    Hi @eddietree Awesome asset thanks!! I'm using this on Quest as well and trying out the mobile shaders. Is it possible to make any of them transparent? I've tried all the mobile shaders and can't get anything to be transparent.

    I've been messing with changing some of the textures with my custom reflection maps (things like chandelier rainbow streaks) and it looks incredible and is so performant - but how can I make the shaders transparent or semi-transparent so you can see through them and still get some of these volumetric effects -- I want to put objects inside or be able to see thru a crystal a little to see a wall etc. Thanks!
     
  48. eddietree

    eddietree

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    Thanks, sorry for the slight delay, was out last week. To asnwer your question - you can try the non-mobile variants, which have transparency in them. Since alpha is rather slow on mobile (specifically on quest), we have transparency off on the mobile variants.
     
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  49. Oyshoboy

    Oyshoboy

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    Hi, I'm having this errors:

    Shader error in 'FunktronicLabs/Volumetric': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl'. at line 199
     
  50. eddietree

    eddietree

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    Hi there, can you please send us an email support@funktroniclabs.com with your unity version and general details on your setup (URP/HDRP/etc), happy to look into it, thanks