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[WIP] VRTFX - Volumetric Rendering, Titling & Effects

Discussion in 'Works In Progress - Archive' started by sschaem, Nov 7, 2016.

  1. sschaem

    sschaem

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    Even so the shaders are not directly interchangeable, TMPro could be leveraged for some advanced text layout.
    But this would require some efforts to integrate the two systems.

    note: VRTFX uses fragment shader for the modeling, but open/manages TTF directly in C# (run-time)
     
  2. sschaem

    sschaem

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    An example of the "Shell" transparent mode.
    transparent1.jpg

    Those are the ... (period character from the string) using the transparent volume with noise.
    (I placed a unity sphere to show the volume interaction with solid geometry)
    transparent2.jpg

    From this scene.
    transparent4.jpg

    Without the run-time modeling. transparent4a.jpg
     
    Last edited: Dec 6, 2016
    QFSW and yc960 like this.
  3. yc960

    yc960

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    Is there an ETA on when we can get our hands on it?
     
  4. sschaem

    sschaem

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    No ETA, I need to get the animation side of this going to make it a worthwhile asset.
    I should have some time in the coming weeks to work on this. (or should I say next year :)
     
    manpower13, ctc5301 and yc960 like this.
  5. mbbmbbmm

    mbbmbbmm

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    Looks very neat! I am also interested :)
     
  6. gayf4321

    gayf4321

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    pls give us a beta :(
     
    mbbmbbmm likes this.
  7. kavanavak

    kavanavak

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    status update?
     
  8. sschaemUnity

    sschaemUnity

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  9. sschaemUnity

    sschaemUnity

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  10. sschaemUnity

    sschaemUnity

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  11. sschaemUnity

    sschaemUnity

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  12. sschaemUnity

    sschaemUnity

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  13. sschaemUnity

    sschaemUnity

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  14. sschaemUnity

    sschaemUnity

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    army.jpg
     
    khos likes this.
  15. sschaemUnity

    sschaemUnity

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  16. sschaemUnity

    sschaemUnity

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  17. sschaemUnity

    sschaemUnity

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  18. sschaemUnity

    sschaemUnity

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  19. Antony-Blackett

    Antony-Blackett

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    Is this all in shaders or can it be used for physics geometry?
     
  20. sschaemUnity

    sschaemUnity

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    The current bounding volume is a box. But its possible to create tighter geometry for more accurate collisions.
    (Alternative would be using the SDF data natively in the physic engine? no idea if this possible)
    But anything vertex based will not work on those objects. The geometry is evaluated per pixel, long pass any of the geometry pipeline.

     
    mbbmbbmm and Antony-Blackett like this.
  21. jamespaterson

    jamespaterson

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    Looks really cool.
     
  22. sschaemUnity

    sschaemUnity

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    note: even so this bypass the geometry pipeline, interesting deformations can still be done.



     
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  23. sschaemUnity

    sschaemUnity

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  24. sschaemUnity

    sschaemUnity

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  25. sschaemUnity

    sschaemUnity

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  26. sschaemUnity

    sschaemUnity

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  27. sschaemUnity

    sschaemUnity

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    notice: Past few snaps been have been done using HDRP and ShaderGraph. (2D text using Unlit Master)
    grapha.png
     
  28. sschaemUnity

    sschaemUnity

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    Go from this (Turtle.tff) turtle.png
    To this, in seconds.

    rock2.jpg
     
    mbbmbbmm likes this.
  29. sschaemUnity

    sschaemUnity

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