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

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

?

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. tumitoto

    tumitoto

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    I am using some Hardsurface's metal shaders for my spaceships now, I wonder what I will be getting if I use your Spaceship shader? I guess I like to know what your Spaceship shader will bring me other than better speed in mobile platform.
    btw, I am rather new to the shaders, I usually use default mobile shaders come with Unity. Thanks in advance.
     
  2. echologin

    echologin

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    Well my current spaceship shader has diffuse lighting + specular can change color for when it explodes and stretch it for warp effects

    I dont have HardSurface package what exact effects in a spaceship shader r u looking for ?
     
  3. echologin

    echologin

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    Do you have a ton of objects in your game ? you only need the EchoCoreManager if you are using EchoComponent on objects or using the lit shaders.

    You could try removing some EchoComponents from objects that do not need them ( that is only realtime processing it does )

    I will check for a bug too 10% sounds like too much, EchoComponentManager doesnt do a whole lot ( unless ur using 1000's of echoFX )

    BTW: Is this in the BETA 1.1 i sent you ? I might have forgot a Debug.Log or some testing code
     
  4. tumitoto

    tumitoto

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    My spaceship is rather dark when I put it on my scene without global ambient light. Adding a directional light still not helping much. The Hardsurface shader gave me a nice metallic look but it does not have any light attribute to tweak with. Will your spaceship shader able to help lighting up my ships a bit with the light attribute? Am I able to still obtain the metallic look with it? thanks again.
     
  5. SteveJ

    SteveJ

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    What's the ballpark estimate on the 1.1 release date? Like just rough guide: days? weeks? months?
     
  6. hippocoder

    hippocoder

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    I've seen his new shader update pack and bump/spec lit spaceship hull shader and its awesome so I think it will do yeah! I wonder when he's gonna update? probably soon from my chat with him recently.

    pretty sure its REAL soon.
     
  7. SteveJ

    SteveJ

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    Excellent... hoping this is going to solve a few problems/put the finishing touches on my almost-done-and-thank-god-for-that project.
     
  8. echologin

    echologin

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    I found problem and it will not happen on device only in editor

    What i am doing is checking for user lighting changes in editor every Update ( light-sources and ambient light ) ( only in editor mode )

    I will lessen the checks so it will not show up in profiler hogging the system.
     
    Last edited: Mar 1, 2013
  9. echologin

    echologin

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    If all goes well, and there are no hurricanes, tornadoes, or hospital visits just a few more days till submit

    Everything is done and just testing on every device now ( takes forever ) and various versions of unity 3.5.0 - 4.1

    Steve i will send you a release candidate over weekend!
     
  10. JayG81

    JayG81

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    I was about to purchase this. Should I just wait until the update?...

    I'm itchin' to get it. Looks great!
     
  11. Lars-Steenhoff

    Lars-Steenhoff

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    My recommendation Buy it now! :)
    Thanks for checking that it only happens in the editor. ( I was using the beta yes )
     
  12. echologin

    echologin

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    Hi id say buy it now, im probably going to up the price to 50 ( from 40 ) when v1.1 is submitted, this is a 10-12 hour a day project now.

    here is a 1.1 teaser of space demo:

    New things in it:
    Atmosphere on green planet
    Made a Asteroid Belt script that makes it easy to make a one mesh asteroid belt.
    Reflective bump-map on echoLogin Logo
    Lightmapping + bump on lava planet
    BumpMap on satellite
    Better sun shader
    Last scene is beast lightmapped with some projector spotlights looking around.

    1.1 Space Demo

    One feature not in demo i just added yesterday is a simple object outline system will be as easy as saying Outline ( true ) on GameObjects derived from EchoComponent.

    And almost all the shaders are faster then 1.01 ( and tons of bugs fixes )
     
    Last edited: Mar 2, 2013
  13. echologin

    echologin

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    It has specular and an RGBA Multiply, if you do buy framework i can always tweek it more to your liking ( i should add a bump-mapped reflective version of spaceship to )
     
  14. JayG81

    JayG81

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    I got it last night. So far, so good! Going to play around with it today.

    Yes, you should :D
     
  15. hippocoder

    hippocoder

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    Can't believe bump mapping is faster than even what aras had in his blog for mobile and desktop :) makes so much difference to surfaces.
     
  16. echologin

    echologin

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    I dont know if its faster ( never compared ) but it should be at least the same w/o the trouble of making that special texture and using a fake light source ( my bumpmap shaders use normal point or directional lights )
     
    Last edited: Mar 2, 2013
  17. ddeaco

    ddeaco

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    Bought the framework yesterday, can't wait for the lightmapped shaders I need them for 90% of my project.

    Any idea how much faster they are compared with Unity's Moblie unlit (supports lightmap) shader?
     
  18. echologin

    echologin

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    Thanks ! PM me your invoice # and ill send you the v1.1 tonight. could test it out ( or add me to skype "echoLogin" )

    BTW here is a simple demo of the new outlining modes
    Object Outline Modes Demo

    Click on each object to see the different types of outline modes for objects.

    the size, fx speed and color are all ajustable
     
    Last edited: Mar 5, 2013
  19. Landern

    Landern

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    Is there something up with the models in the 1.1 demo as well as the 1.0 demo? I'm about to pull the trigger, but i'm just wondering what is up with the normals/tris on these models/water.

    $Normals1.png

    $Normals2.png
     
  20. echologin

    echologin

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    I have never seen that happen on any device that I have tested it on ( Many PC's, Macbook, Imac, mac mini, ipad1-3, iphones3gs,4,5, android phones from old to new )

    Do other unity web player demos work for you ?

    What kinda computer/browser are you using ?

    and what kinda graphics card ?

    -Scott

    PS: Does DEMO look like this for anyone else ?
     
    Last edited: Mar 5, 2013
  21. Landern

    Landern

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    I'll try again when i get home, my work machine is a little dated(1st gen i7/ATI 2400 HD Pro) so it's a pretty crappy gfx card, it wouldn't surprise me if i'm the only one since i went through all the posts on this thread before posting, however i posted the screens just in case.
     
  22. echologin

    echologin

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    If you can try one of the unity webplayer demos also, if it happens on them also then at least i know its not my fault

    Like the bootcamp demo
    bootcamp link


    -Scott
     
    Last edited: Mar 5, 2013
  23. JayG81

    JayG81

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    I was having this problem prior to getting your shader package. It seems to happen on objects with transparent shaders. I'm not sure what causes it but, for me, it seems to start happening after my game has been running for a certain of time.
     
  24. echologin

    echologin

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    Do you mean the problem happens for you when not using my shaders ? ( as in unity webplayer in general ? )
     
  25. JayG81

    JayG81

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    Yeah, not your demo, it worked fine. It was my project that was producing those black triangles when I was using the unity "mobile/transparent" shader on an object. Using your transparent shader on the same object seems to have cut down on it happening, but it still does after a certain amount of time.
     
  26. echologin

    echologin

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    99% chance your GPU is overheating if it happens after a while ( had this happen many times ) the fan on gpu might be clogged with dust.
     
  27. Finjitzu

    Finjitzu

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    Before I purchase I have a question about this asset. How easy is it to implement into a existing project?I make my own object pools, but I'm interested in the shaders. Do the shaders work just like every other shader? The only exception is that they are really fast?

    Basically what makes this a framework? And what will I need to do to implement this into my project? What are some common things I'd have to change?

    Edit: Bought it anyways, I'm sure I'll figure it out
     
    Last edited: Mar 8, 2013
  28. JayG81

    JayG81

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    That's not good. I'll look into that.
     
  29. echologin

    echologin

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    The lit shaders need the EchoShaderManager prefab ( or just EchoCoreManager in beta 1.1 and up ),
    ( this is done for speed to keep lit shaders with minimal code at runtime )

    The other ( non lit ) shaders will work as expected w/o need for framework or my Manager prefabs.

    If you want to use the added functions/effects of framework, you just extend from EchoComponent in place of MonoBehaviour in your classes.

    Any questions or feedback just PM, email or skype me "echoLogin"
     
  30. hippocoder

    hippocoder

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    or are you using flash? that can be incompatible (if its a build target) - don't forget to turn graphics emulation off in unity - its not very accurate and its better to build a final build for testing.
     
  31. JayG81

    JayG81

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    @hippocoder I've only seen it in the editor and the stand-alone compile.

    I discovered what it was even though I'm still not entirely sure why it happens. I didn't want to post anything until I knew exaclty why, but...

    It seems as though it's "Z fighting" although the meshes aren't occupying the same plane. I changed the camera's near clip plane to 1 (or higher) instead of 0.3 and that immediately resolved the issue. It's strange.

    @echologin Maybe changing the camera in the demo might solve the problem for the people that were seeing it. I personally had no problems with the demo.
     
  32. echologin

    echologin

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    I wish i could repo the problem to prove 100% what it is. maybe ill dig out some old laptops and try it on those
     
  33. echologin

    echologin

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    OK Finally I have Finally 1.1 DONE ! What a journey that was!!!! I will submit to asset store after weekend.

    I think i got almost every request in.

    Here is latest outline demo ( does not need unity pro to use it )

    Outline/Overlay Demo



    Here is Latest Space Demo.
    ( still runs fast on devices even with bump-mapping, outlines, asteroids, atmosphere on planets and a flaming rimlit sun )

    Space Demo 1.1 Final
     
    Last edited: Mar 23, 2013
  34. Finjitzu

    Finjitzu

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    !!! Good job
     
  35. JayG81

    JayG81

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    Can't wait! ::D
     
  36. Lars-Steenhoff

    Lars-Steenhoff

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    Highly recommended shaders!
     
  37. echologin

    echologin

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    Cool and thanks !
     
  38. Finjitzu

    Finjitzu

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    ETA? I just got bioshock infinite so no REAL rush. But I'm anxious to try this out.
     
  39. echologin

    echologin

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    Plan is to submit tomorrow morning.
     
  40. echologin

    echologin

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    One more day sorry, just ran unity 3.5.0 thru 4.1 tests ,screenshots and new readme.txt
    Its all ready to press submit button!

    But id rather sleep, and have one final look-over with fresh mind before submitting.



    while your waiting i would suggest watching this
     
    Last edited: Mar 28, 2013
  41. JayG81

    JayG81

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    WHAT!?!....
     
  42. echologin

    echologin

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    Submited
     
  43. JayG81

    JayG81

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    Now that I heard! ;) Gonna grab it now!
     
  44. echologin

    echologin

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    I dont think it will be approved till after weekend with Easter and all. But i did raise price to 50 ( from 40, had to this is a 12 hour a day job, and its still a good deal )

    So now is the time to get it at 40
     
  45. JayG81

    JayG81

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    I got over excited and didn't consider that there would be an approval time. I can wait. I think I might take a break from what I'm working on this and watch this:

     
  46. echologin

    echologin

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    whaaat ?

    ( lol i seen this one b4 too )
     
  47. echologin

    echologin

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    Still waiting for approval

    meanwhile i started work on 1.2
     
  48. Finjitzu

    Finjitzu

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    Nice! I'm taking care of some bugs and experimenting on facial animation (using Blender and shapekeys) while I've been waiting...nothing too complicated but bringing it into Unity looks like a pain. Oh how I wish it would just work, but after some hoop-jumping I think it'll be fine.
     
  49. echologin

    echologin

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    Cool where u the one who wanted that smooth blend animation for faces ? ( so many emails and people i lost track )
     
  50. Finjitzu

    Finjitzu

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