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CORE-Framework with 100+ mobile ready shaders [RELEASED]

Discussion in 'Assets and Asset Store' started by echologin, Dec 8, 2012.

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What version of Unity are you using ?

  1. 3.5.x

    19.0%
  2. 4.0

    6.1%
  3. 4.1

    78.0%
Multiple votes are allowed.
  1. echologin

    echologin

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    That would be one of the cutout shaders ( in v1.1 beta i sent you )

    under echoLogin/D-Light/41-cutout
     
    Last edited: Jan 19, 2013
  2. Lars-Steenhoff

    Lars-Steenhoff

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    Does the 41-cutout also support light probes? I can't get them to work, Thanks!
     
  3. echologin

    echologin

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    make sure you add the EchoShaderManager prefab to scene click on it and choose light probes

    its in Assets\EchoLogin\Prefabs
     
  4. derkoi

    derkoi

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    Can you please send me the latest version? Thanks :)
     
  5. Hoegbo

    Hoegbo

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    Hello ,

    I wonder if the following thing is possible to implement without too much performance loss:

    store a grey scale image in each of the RGB and possible alpha channel. Then use a color picker to add color to each layer and blend it with vertex colors ?
     
  6. echologin

    echologin

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    Thats possible ( i did something like this as a test a long time ago when learning shaders ), Not sure how fast it would be off hand but its possible to make.

    So what you would want is store multiple different greyscale images in each channel, tint them a certain color and choose which layer to display ( or blend smoothly between them ) using vertex color data ?
     
  7. echologin

    echologin

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    Soon check your PM's i sent you a msg, This update is taking way longer then i thought but it will be worth the wait
    around 70 shaders now!!, trying to address every problem submitted and make as many requested shaders as possible
    in this release.
     
  8. Hoegbo

    Hoegbo

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    blending them is was my thought as a way to add hand crafted touch to the scenes ie , paint on a vine texture on a brick wall.
    I have also seen shaders that uses bumps, AO maps , relief maps this way but I guess that would be a bit over the top for mobile shaders.
     
  9. echologin

    echologin

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    I guess it would matter most if "look" of texture is going to change in real time, because if the look ( say the vines ) is static it would be WAY faster to just UV map models from a single texture. ( and use the fastest/simplest shader as possible )
     
  10. Hoegbo

    Hoegbo

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    True that,
    I was thinking that having a tiled texture on each layer of the it would be something like a vertex splat map so it would alow me to paint my modeled terrain and then go on the placed models. Ie a wall or overhanging cliff.


    This is a cake + eat it too + win the lottery scenario for me. If it is sensible to do something like this.
    I am as clueless as you get when it comes to this as my programming skills are somewhere between sad and embarresing ;)
     
  11. echologin

    echologin

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    I could make a shader like that in an hour or two, but i couldn't justify making an editor for vertex data splat maps at this time.
    If i was to go as far as making an editor, id rather make a whole mobile terrain system that is fast. ( something like that would be way down the road )
     
  12. Hoegbo

    Hoegbo

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    I see your point. This package has already made my life so much better/easier and I cant wait to se and test the new additions to the package
     
  13. echologin

    echologin

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    hey if you bought it, email or pm me invoice# and ill send you latest beta ( or anyone who bought it )
     
  14. SteveJ

    SteveJ

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    Having some trouble getting a basic dissolve to work. I've got the following code on a GameObject:

    Code (csharp):
    1.  
    2. EchoFXEvent efx;
    3. efx = EchoFXEvent.Dissolve_echoShader(this, -0.5f, 1.5f, 10.0f);
    4. efx.StartDelay(2.0f, null);
    5.  
    When this is called, there is a large delay, and then the object just flashes orange (the default burn color) and disappears.

    My interpretation of this is that the effect should start after 2 seconds, and last for 10 seconds.

    Can someone help me out?
     
    Last edited: Feb 5, 2013
  15. echologin

    echologin

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    Hi, make sure you have the dissolve pattern on the alpha channel in texture and the material is set as RGBA in unity inspector. ( Your code looks all correct )

    Check out the texture called "endtext.psd" in space demo or "metal-dissolve.psd" in dissolve project to see how the alpha channel is set.

    An easy way to make it in Photoshop is use the clouds filter then turn up the contrast on alpha channel. Also
    it looks better if you add a little noise to alpha channel and turn off mip-mapping on that material.

    If the problem persists can you send me a sample project to show problem ? I will fix it and
    send it back to you. Core Support
     
    Last edited: Feb 5, 2013
  16. SteveJ

    SteveJ

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    Thanks for the advice! I know very little about the shader stuff, so I didn't realise the texture itself needed to be modified. I'll get that working tonight. Cheers! :)
     
  17. SteveJ

    SteveJ

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    Just a little suggestion. I think it would be better if all of your Inspector properties were input boxes. The little sliders are really inaccurate when trying to do fine tuning on settings. Not sure if others agree/disagree?

    EDIT: Just realised this might not be possible on shaders? They all default to those sliders?
     
    Last edited: Feb 6, 2013
  18. echologin

    echologin

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    The properties can be "Range" ( from, to ) which gives slider or "Float" which lets you enter a value
    ( and color and vector for a vec4 )

    I wish the range one had both input and slider
    ( maybe there is a way to make a custom control using an editor script ? )

    Which exact properties where you having a problem with using slider ?
     
    Last edited: Feb 6, 2013
  19. SteveJ

    SteveJ

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    It was the echoLogin-fullbright-40-ripple shader I was playing with at the time. Wave Speed, Wave Height, etc. It takes some pretty fine control to get it just where you want it. It's workable as is, but would definitely be improved by float entry.

    One other constructive criticism (and I do mean constructive - I love your product): it would be nice if you renamed the "SampleProjects" folder so it's either "echoLoginSampleProjects", or (ideally) it appears under the echoLogin folder. It just kind of hangs out there by itself right now and upsets my OCD :)
     
  20. echologin

    echologin

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    Actually those are good suggestions i will make the changes
     
  21. echologin

    echologin

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    I know 1.1 is taking longer then i ever thought but it will be worth the wait

    I am hoping to submit 1.1 this Monday

    80 shaders now total ( in v1.1 )

    -- Some of the cooler additions ---
    Flashlight shader that works with lightmapping
    Mobile -Bump-Mapping - ( normal-reflective-lightmapped ) very fast !!
    Background sky shader with scroll-able clouds on alpha channel
    RimLit Addtive ( ghost or hologram effect )
    Various projection shaders
    Light-probes-Shadows in lit shaders
    Beast Light-mapping in unlit and transparent
    All lit shaders are faster and same brightness as unity shaders now
    Most dissolve shaders are faster then 1.01
    Added 3 versions of each dissolve and cutout shaders so users can pick the fastest one for their needs ( fast, zwrite and discard versions now )
    Added UVSet scrolling to framework
    Many bug fixes
    Renamed and organized shaders better.

    Here is updated space demo with reflective bump-map on logo, lightmapped bump-map on lava-planet, normal bump-map on satellite and updated flag shader at end.


    Updated Space Demo
     
    Last edited: Feb 15, 2013
  22. Muckel

    Muckel

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    Hello,
    well absolute killer shader !!!
    They have doubled my Framerate on iPad 1 !!!
    Can't life without them now...
    Must have if you do Mobile Development
    Very well documented...!
    ... looking forward to the Update...

    one Request:
    still looking for a good Underwater Solution (Shader etc...) that change also on Y Axis to get a deep effect...
    My Goal is to get a effect that looks like in Endless Ocean for Wii ... do a image search on google
    If i now use Fog on iPad 1 2 it suck down my Framerate heavily so and Underwater without Fog doesn't look good...
    Maybe you know a Way with Shader the Great Echo Framework....
    Would also Pay Extra for it!

    Many thxxx so far for the best Mobile Shader i found... and the great Echo Framework that i will use next in my Game.
     
  23. Toad

    Toad

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    This is an fantastic shader pack. Looking forward to the v1.1 update!
     
  24. echologin

    echologin

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    Ill work on water shaders more after i get 1.1 out !

    Thanks for the compliments too !
     
  25. echologin

    echologin

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    Thanks !

    The current goal is to submit monday as long as no problems come up testing on various devices.
     
  26. SteveJ

    SteveJ

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    Just a note - that latest webplayer, you're linking to the .unity3d file.
     
  27. echologin

    echologin

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    Yikes !!! Thanks, It is fixed now I really gotta start sleeping more .
     
  28. derkoi

    derkoi

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    I must be doing something wrong (again) when i use your shaders I get an EXC_BAD_ACCESS in Xcode when i try to build my game. :(
     
  29. echologin

    echologin

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    Are you using the beta ? or the asset store version ?

    and your using unity 4.0 right ?


    Ill send you latest update in pm msg
     
    Last edited: Feb 15, 2013
  30. derkoi

    derkoi

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    Beta i think it was yeah i'm using Unity 4.
     
  31. echologin

    echologin

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    Just sent you link to latest beta
     
    Last edited: Feb 15, 2013
  32. echologin

    echologin

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    EchoLogins Dedication has no EQUAL !



    echoLogin went into Hospital for possible heart attack and spit in Deaths FACE and said FASTER SHADERS!!
     
    Last edited: Feb 18, 2013
  33. SteveJ

    SteveJ

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    That's possibly the most hardcore post in the history of posts :)

    In all seriousness though - hope you're feeling okay mate.
     
  34. echologin

    echologin

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    lol yeah im fine now, turns out it wasn't a heart attack was some kinda inflammation around heart that caused similar symptoms. ( ill be fine ). Just thought of posting this pic when the nurse said i should not work and relax.

    Hopefully i can go home tomorrow.
     
    Last edited: Feb 18, 2013
  35. SteveJ

    SteveJ

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    Well take the advice and chill out a little. Maybe just some SIMPLE shaders :)
     
  36. hippocoder

    hippocoder

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    Heart stopping shaders.

    QFT!
     
  37. echologin

    echologin

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    Ill try, but it so BORING in here
     
    Last edited: Feb 18, 2013
  38. derkoi

    derkoi

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    Wow, take it easy dude. Hope it wasn't that bug I sent you that caused it! lol
     
  39. I am da bawss

    I am da bawss

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    Is that a protein shake at the corner of the table?
     
  40. echologin

    echologin

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    Just water hehe
     
  41. echologin

    echologin

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    lol
     
  42. echologin

    echologin

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    Ok im back home feeling great and back on getting 1.1 out.
     
  43. HeadClot88

    HeadClot88

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    You sir are epic and deserve my money!

     
  44. echologin

    echologin

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  45. NargalaX

    NargalaX

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    You are the chosen one. The shader prophet!
    I'm probably going to buy this asset just based on the fact that the dev is epic and deserves money.
    But also because the shaders are awesome!
     
  46. echologin

    echologin

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    Yes echoLogin likes more monies !!!
     
  47. Lars-Steenhoff

    Lars-Steenhoff

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    Good to hear you back at home and feeling great!
     
  48. Lars-Steenhoff

    Lars-Steenhoff

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    I just found this on youtube, Do you think this this will work with your shader?

     
  49. echologin

    echologin

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    Thanks man !

    Well the shaders with "color" in name do use vertex colors, they are not multiplied by an intensity as that guys shaders are, and none of
    mine make use of UV2 data.

    Thats a very interesting idea tho to bake lightmap data into vertex colors.
     
  50. Lars-Steenhoff

    Lars-Steenhoff

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    I have a question about the Echocoremanager, what exactly does it do? it takes more than 10 percent cpu in my game and i'm wondering if I could disable it?

    $Screen Shot 2013-02-28 at 20.56.46.png