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UV Mixxer - Better Terrain Tiling [RELEASED]

Discussion in 'Assets and Asset Store' started by kulesz, Jul 19, 2016.

  1. kulesz

    kulesz

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    Hi,
    I'd like to present you my new asset - UV Mixxer.

    UV Mixxer is a replacement for Unity Standard and Diffuse terrain shaders.
    Its purpose is to reduce texture tiling effect and provide much better and smooth terrain textures, especially at large areas where texture tiling is very visible and breaks immersion. It is realized by blending base texture with its larger variant (with modified UV values) and adding noise to the result.
    This leads to a great looking, realistic terrain without repeating textures - it's a great tool for both procedural or predefined terrains.
    Works out of the box - just download, apply material and done! No need to change your workflow or recreate terrain.


    Features:

    ● Controllable mixing strength
    ● Mixes UVs of diffuse textures
    ● Adds customizable noise to reduce tiling even more
    ● No additional textures required
    ● Works as Diffuse or Standard shader
    ● Great for procedural terrains
    ● No significant performance loss
    ● Very easy workflow - just assign material and done
    ● Compatible with Map Magic (and probably other terrain assets as well)









     
    Last edited: Jul 30, 2016
    nxrighthere, Wright and zyzyx like this.
  2. kulesz

    kulesz

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    We've just updated to version 1.2, featuring:
    ● More mixing options
    ● Color correction
    ● Noise distance function
     
  3. Wright

    Wright

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    Congrats on making such a good looking asset, and thanks for making it compatible with MMWG! I really like the screenshots, especially the first one :)

    It would be cool if you could make a video showing the setting of the mixing options and noise values. So it will be obvious what are these options and how to use them from the very first look.
     
  4. tanoshimi

    tanoshimi

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  5. kulesz

    kulesz

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    Thank you - I plan to add a summary video this weekend :)

    The base principle is similiar (mixing two different size textures), but a little extended and improved.
    Plus - you get a distance falloff ability (very useful), noise layer (which improves overall look greatly), color correction and everything is easily customizable from editor.
     
  6. tanoshimi

    tanoshimi

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    Thanks for the reply - that's useful information to know. I've already written my own implementation of the Unreal UV mixing approach, so just wanted to understand if there was anything you were doing differently that warranted a purchase! :)
     
  7. Marked

    Marked

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    Looks like a great asset ! Would love to see triplaner support! ;)
    I would defiantly buy it if you have that option !
     
  8. kulesz

    kulesz

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    Triplanar support is on the roadmap and should be available soon :)
    In the meantime I've added video with basic feature showcase:
     
    Marked and nxrighthere like this.
  9. Jarlaxe65

    Jarlaxe65

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    Thanks for your work, I love your shader ! It's a must have for wide terrain or open world terrain.
    Now the triplanar would be really great !

    Just one things: it's not so easy to get the right values, it would be cool to add some examples of correct settings in the doc.
     
  10. kulesz

    kulesz

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    I'm glad that you liked it :)
    I'll add some presets or wizard in the next version.
     
  11. Cascho01

    Cascho01

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    I would love to know how to do this mixing thing in Shaderforge (or Amplify Shader Editor) ....
     
  12. pixelsteam

    pixelsteam

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    Has anyone defined a best approach for this with mapmagic. Thx
     
  13. kulesz

    kulesz

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    I'm using it with MapMagic - what exactly would you like to know?
     
  14. pixelsteam

    pixelsteam

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    How would I use it with the infinite terrain feature of MapMagic? Do I just put it on the first terrain, and it goes across them all, or is a class require to make it happen. Thanks
     
  15. kulesz

    kulesz

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    You need to check MapMagic game object in the inspector for the Material property.
    There you can set a custom material that MM will apply to every terrain it creates.

     
    pixelsteam likes this.
  16. pixelsteam

    pixelsteam

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  17. chanfort

    chanfort

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    Nice work. However, I am getting some weird artefacts when camera is outside base map distance. The part of terrain, which is closer to camera, is rendering with UVMixxer shader, but the part which is outside seems to render just regular shader. I also noticed that it depends slightly if the terrain has some height variations.
    Screen Shot 2016-11-18 at 22.11.20.png
    Is there any ways to fix this?
     
  18. kulesz

    kulesz

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    Is there a chance you could send me some sample project?
     
  19. kulesz

    kulesz

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    Fix was already submitted for review, version 1.3 will be available shortly on Asset Store.
     
  20. chanfort

    chanfort

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    Five stars to the Store! :)
     
  21. gecko

    gecko

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    Does this work on mobile? (Shader model, and performance?)
     
  22. recon0303

    recon0303

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    Would like to know as well, and would love for this to work with Terrain Composer 2 , GAIA, which are super popular terrain tools. as well.
     
  23. GEOMETRICBYTES

    GEOMETRICBYTES

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    Doesn't work in Unity 5.5. Please fix it!!!
     
  24. veinstix

    veinstix

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    Has this been fixed for 5.5? Looking to purchase.. only if 5.5 compatible.
     
  25. kulesz

    kulesz

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    Current version is now fully compatible with Unity 5.5.
     
  26. Harekelas

    Harekelas

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    Hey! Good to know triplanar is on the roadmap!
    Your asset is great!
    And would love to request height blending feature in this asset.
    As long as it is compatible with MapMagic and runtime generated terrains, I'll buy it again even if you release the full featured shader as a new asset at a higher price!!
    Here is something you may be interested, a very lightweight height blend method:https://www.assetstore.unity3d.com/en/#!/content/22307
    He used the alpha channel in diffuse map for the height, it disables smooth map(as unity terrain use diffuse alpha for smooth). But it's acceptable if it can give us an overall smooth adjustment.
    Hear you soon, and keep the good working you've done!
     
  27. kulesz

    kulesz

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    UV Mixxer was just updated to support Triplanar Mapping.

     
  28. Harekelas

    Harekelas

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    Hi, good to hear that the new version is out!
    but I ran into some problem here.
    I'm using Tenkoku for my skybox, and UV mixxer for terrain shader
    I got this fog like stuff between textures:
    upload_2017-3-10_11-13-48.png

    And the normal map doesn't work with UV Mixxer
    upload_2017-3-10_11-14-29.png
    it should look like this:
    upload_2017-3-10_11-15-11.png
     
  29. kulesz

    kulesz

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    I'll look into it and get you a fix as soon as possible!
     
  30. kulesz

    kulesz

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    New version with this bug fixed is already pending on Asset Store.
     
  31. Harekelas

    Harekelas

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    great to hear!
     
  32. recon0303

    recon0303

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    ........
    hmm looks like its not since we both got no reply..
     
  33. kulesz

    kulesz

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    In general it should work - it uses SM 3.0 just like regular Unity terrain shader - no strange stuff included. Noise function may be a little bit intense on performance, but it's optional and can be turned off.
    Asset was not tested on mobile, but I can do some check and let you know.
     
  34. Harekelas

    Harekelas

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    found the problem!
    The grey look problem is basically caused by linear color space
    Can you fix the visuals for deferred rendering with linear color space?
    My project need to use this color space.
     
  35. kulesz

    kulesz

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    Sure - I'll look into it as soon as possible.
     
  36. Harekelas

    Harekelas

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    @kulesz
    hey, I tried the latest shader you sent me.
    it's much better now, just still a little bit grey, check the comparison with built in standard shader in linear color space:
    built in standard
    upload_2017-3-14_14-33-5.png

    UV mixing standard
    upload_2017-3-14_14-36-15.png

    But I can live with it :)
    Now there is only the height blend feature I'm eager for :D
     
  37. kulesz

    kulesz

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    Glad everything is fine :) Try to play a bit with saturation slider, maybe it will help.
    Height blend and parallax mapping are on their way :)
     
  38. Harekelas

    Harekelas

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    Super excited to hear that!
     
  39. Qin_yx

    Qin_yx

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    When the camera is more, the whole ground just a map
    222.png
     
  40. Nyuchen

    Nyuchen

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    Hello, i totaly love this asset but i have an issue on far distance view.
    I set the base map distance to something like 256 because i have a huge world where i want to apply this effect.
    i need this effect on far distance too, a world huge like in the preview youtube video or PUBG (image below):



    i tested this asset on a terrain 500x500 repeated 3 times.
    do i really have to increase the base map distance on all terrains over 1500 so it will fit on every position or can
    you include a work around? the triangle effect dont appears on the original legacy diffuse shader, maybe this information helps. :3 would be happy about any help.


     
  41. kulesz

    kulesz

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    I'll test this issue today and see what I can do :)
     
    Nyuchen likes this.
  42. Nyuchen

    Nyuchen

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    found any solutions? :3
     
  43. Nyuchen

    Nyuchen

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    @kulesz ,did you found a solution for this problem? i really need this. :3
     
  44. fascinator

    fascinator

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    When I add this as a custom shader to the 'Settings for the Terrain'. My terrain just turns pink ... odd. Am I doing something wrong?
     
  45. AmyJones

    AmyJones

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    Was just thinking about buying this but since the developer hasn't been responding there's really no point. He was last online yesterday so it's not like he hasn't seen the posts. It's so unfortunate as well considering the fact that this appears to be a great product.
     
  46. Tlemarquier

    Tlemarquier

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    Hi!
    How use normal map with uv mixxer ?
     
  47. Binary-Soul

    Binary-Soul

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    Same problem as others here. Is it not compatible with normal maps? Seems a pretty basic and essential functionality...if it doesn't work out of the box, is there something we can do to fix it?
     
  48. Binary-Soul

    Binary-Soul

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    After a lot of researching and learning about shaders (I'm totally new to it), I found how to do it in a very simple way.

    I don't get why this is not included in the asset by default, it does all the normal map calculations... and then doesn't show a way to use them.

    Open the script: TerrainUVMixingEditor.cs

    Almost at the end of the script around the "Editor.GUI.EndChangeCheck()", change the code adding this:

    Add this just before the if(EditorGUI.EndChangeCheck()) line:

    GUILayout.Space(20);
    GUILayout.Label("<b>NORMAL MAPS</b>");
    var showNormalMap = keywords.Contains("_TERRAIN_NORMAL_MAP");
    showNormalMap = GUILayout.Toggle(showNormalMap, "Show normal maps");


    Then just add a new term to the "newKeywords" string array:

    var newKeywords = new string[]
    {
    useNoise ? "MIXXER_USE_NOISE_ON" : "MIXXER_USE_NOISE_OFF",
    useColorCorrection ? "MIXXER_USE_COLOR_CORRECTION_ON" : "MIXXER_USE_COLOR_CORRECTION_OFF",
    useTriplanarMapping ? "MIXXER_USE_TRIPLANAR_ON" : "MIXXER_USE_TRIPLANAR_OFF",
    showNormalMap ? "_TERRAIN_NORMAL_MAP" : ""
    };


    Now when you choose the material on the editor, below all the previous options, there will be a new toggle that says "Show normal maps". All you need to do is tick it, and the normal maps will show up.

    Cheers! ;)