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V-Fog Volumetric Fog Shapes Now on Asset Store

Discussion in 'Assets and Asset Store' started by brianasu, Feb 9, 2012.

  1. brianasu

    brianasu

    Joined:
    Mar 9, 2010
    Posts:
    369
    V-Fog Volumetric Fog Shapes Now on Asset Store
    Requires Unity Pro 3.4
    - Create volumetric fog areas from any convex mesh.
    - Adjust falloff using simple gradient textures
    - Low pass rendering to reduce fillrate
    - Fully integrated into the Unity Editor
    - Great when mixed with particle effects

    Low introductory price of 35$

    More info click here

    Web player demos

    Screenshots have been compressed so there is some color banding.



     
  2. bigkahuna

    bigkahuna

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    Hmm.... Your demos don't seem to work on my Macbook Pro running OS X 10.6.8 and Chrome.
     
  3. brianasu

    brianasu

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    Yeah it's Unity 3.5 beta bug. Becoming the bane of my existence. Will update with a new version.
     
  4. PrimeDerektive

    PrimeDerektive

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    3,090
    Neat idea. I could see it now, using toruses on mountain peaks, Skyrim style :)
     
  5. bigkahuna

    bigkahuna

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    Gave it another test and although the volumetric fog seems to work, it's showing weird white outline artifacts on my machine (Macbook Pro, ATI x1600 graphics, OS X 10.6.8, tested with both Chrome and Firefox).

    $Screen shot 2012-02-09 at 10.12.09 AM.png

    $Screen shot 2012-02-09 at 10.12.34 AM.png
     
  6. pkid

    pkid

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    201
    Has anyone tried using this for clouds?
     
  7. brianasu

    brianasu

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    Thanks for those pics. Will look into that right away.
     
  8. brianasu

    brianasu

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    Those problems should be fixed in the next version I just submitted to the Asset Store. Unity 3.5 is now supported also. The demos should now work in webplayer 3.4 and 3.5.
     
  9. bigkahuna

    bigkahuna

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    I can confirm that the white artifacts I was see are now gone. :)
     
  10. gecko

    gecko

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    Looks great -- is it viable for mobile?
     
  11. sgoodrow

    sgoodrow

    Joined:
    Sep 28, 2012
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    150
    Working on a game for a low-end device, does this require additional camera passes/render textures, or were you able to do it with some clever shader passes?