Search Unity

UBER - Standard Shader Ultra

Discussion in 'Assets and Asset Store' started by tomaszek, Jun 23, 2015.

  1. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862


    ------------------------------------------------------------------------------------------------------------------------
    UBER is finalist for Unity2015 awards in new AssetStore cathegory.
    If you think UBER deserve your vote, please vote for it :)


    ------------------------------------------------------------------------------------------------------------------------

    Built on the top of Unity Standard Shader - UBER takes its principles - "standard lighting and core features", but this is only the beginning.

    You might sometimes think - what if Standard Shader could render:

    1. Diffuse Scattering (aka Peach Fuzz)
    2. Advanced Parallax techniques (with Z-Write to intersect objects and solve shadows !)
    3. Tessellation variants
    4. Refraction with chromatic aberration
    5. Some decent translucency model
    6. Dynamic water (flowing down the world slope) & rain
    7. Dynamic snow (covering top surfaces)
    8. Glitter (to bring configurable sparkles on the snow for example, not limited to)
    9. Triplanar, preferably good looking and cheap one :)
    10. Vertex color control (2 layers mode, water, snow, other params)
    11. Some better control over emisiveness
    12. Still has well sorted out and clean interface with presets functionality

    New in UBER 1.02:
    1. Dissolve (cutoff) with edge emission
    2. "Magma mode" for emissive water
    3. Global weather controller

    New in UBER 1.03:
    1. 2 sided variants
    2. improved translucency/transmission - NdotL factor introduced
    3. reduced wobbling in tessellation displacement
    4. tessellation displacement amount can be controlled via vertex color channel
    5. docs with info on how to enable GGX specularity model (w/o 3rd party addons like Alloy)
    6. fixed issue with DX9 with dynamic snow
    7. fixed issue with additive lights (forward) and water

    Yes, you probably though about it already. So - UBER is what you've been ever dreaming about ;). Above features are varinats w/o "holes". So, for example - tessellation, 2 layers, triplanar selective with refraction, snow, water flowing on rainy day + some translucency - yes, you're welcome... Just select right shader subtype (tessellation, triplanar, 2 layers, refraction) and enable features (snow, water, translucency, glitter).

    Asset Store link to the product:

    https://www.assetstore.unity3d.com/en/#!/content/39959

    But one web player is worth thousand words:

    http://www.stobierski.pl/unity/UBER.html

    Current standalone builds available
    PC x64:
    http://www.stobierski.pl/unity/UBER_showcase.zip

    PC x32:
    http://www.stobierski.pl/unity/UBER_showcase_32.zip

    Mac:
    http://www.stobierski.pl/unity/UBER_showcase.app.zip

    Linux:
    http://www.stobierski.pl/unity/UBER_showcase_Linux.zip

    Initial v1.0 price is as low as $50. Maybe not that cheap, but results are not cheap either and the price seems to be very reasonable comparing to other massive shader packages on the AssetStore ;). I might adjust it later, will see. Anyway - for users of my current packages (RSP, RTP, VG) I'll probably introduce some upgrade path if possible (at last for RSP users which I promised to).

    I'm going to showcase it on Unite Europe this week - so if you're participant - take a look at our booth 15A June 24th in Amsterdam !

    Shaders (with only a basic set of features used like POM, water) have been crash-tested with this package:

    https://www.assetstore.unity3d.com/en/#!/content/22039

    And results are more than cool (look at the thread header image).

    A bunch of shots from my showcase:




















    Snakpeak at upcoming UBER 1.02 - dynamic weather controller (very simple to use - just steer fall intensity, temperature, wind for dry effects with 3 sliders + 1 slider for timescale control).

    Here is temperature set to -20C and snow falling which causes automatic surface coverage:

    (when temperature increases snow melts then remaining water evaprates)

    ATB, Tom
     
    Last edited: Dec 21, 2020
  2. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    Looks amazing!
     
    Last edited: Jun 23, 2015
  3. Zaddo67

    Zaddo67

    Joined:
    Aug 14, 2012
    Posts:
    489
    Looks fantastic!!

    I am a shader noob. I have just started using Alloy which has really enhanced my scenes.

    I want to grab Uber at the intro price if it can give me more tricks to learn and play with in my toolbox :)

    I am not sure if this is a fair question. But do you know if Uber can be used to compliment Alloy to do things Alloy can't do. Or is Uber an alternate to Alloy?
     
  4. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Alloy relies on its own lighting pipeline (GGX), while UBER is built on the top of Standard Shader. Then - there will be features that are unavailable in UBER while they are available in Alloy. And vice versa. You might need to go thru features list and compare. I think it is possible to mix shaders together. At least in forward lighting path (in deferred Alloy might redefine lighting shader it's own way while RTP makes the same).

    I'd say - UBER is alternative to Alloy depending on what you're like to do. And it would be better to ask users when they will get familiar with my product because I'm not the right person to compare publicly the two. Obviously I'm biased competitor to Alloy :).

    Tom
     
    Zaddo67 likes this.
  5. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Nice one. :cool:
    Dynamic snow is good. But what about dynamic 'sand' for desert scene/project?
     
  6. infinitypbr

    infinitypbr

    Joined:
    Nov 28, 2012
    Posts:
    3,149
    Hello,

    Very interested in this. However,r the demo eventually had a "fatal error" that shut it down. Most of the effects, everything besides the refraction, actually, didn't do anything. Some were empty scenes it looks like.

    Are there any known issues at this point?
     
  7. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    4,054
    Looks amazing. Again, you're nailing something real deep and hard! Congrats. Might pick it up even if I have no use for it right now... I guess I could find a use for it though. ...
    congrats, hope it'll be accepted soon. Review team can take a long time sometimes.
     
  8. Tiny-Tree

    Tiny-Tree

    Joined:
    Dec 26, 2012
    Posts:
    1,315
    i know standard shader run well on mobile if we limit the number of textures but will this works on mobile or its better to only use standard shader?
     
    Meltdown and LoDx like this.
  9. cg_destro

    cg_destro

    Joined:
    Aug 13, 2013
    Posts:
    142
    wow this looks amazing! :)
     
  10. artzfx

    artzfx

    Joined:
    Apr 28, 2008
    Posts:
    572
    These look great Tom! and they should work with my PBR Substance packs out of the box :)
     
    Last edited: Jun 23, 2015
  11. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    Nice tom.
     
  12. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,682
    I really like all the beautiful PBS art that has been produced lately, but in some respects I wonder if it is getting a little too "architectural digest" and maybe no longer so game-friendly.

    Not so long ago, you had diffuse shaders and then a few FX shaders based on diffuse. Now ...?

    For example, if I wanted to highlight that figurine in the first picture as an object the player should interact with, normally I'd put a pulsing outline on it. Are outlines still a thing in this new PBS world? What about other effects, like disintegration or a fade slider, and so on? Or is there some other way of getting these common sorts of game goals accomplished?

    Sorry if I'm being stupid about it. Just an honest question from a person who doesn't know. :)
     
    DrewMedina likes this.
  13. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,682
    BTW, I've tried the webplayer and the download, and I don't see any adjustable translucency in the examples on either version. I move the slider and I see no difference. The still picture of the figurine above is much better than what I see in the webplayer or exe.
     
  14. mensch-mueller

    mensch-mueller

    Joined:
    Nov 25, 2014
    Posts:
    156
    Hi
    That looks nice. But
    Webplayer examples showed not all pieces and ended with a fatal error.
    Some pieces doesn't show: Abstract Compound, Space Station, Torus - corrected silhouette, and after that fatal error...
    And as far as i can see, car paint shader needs more love;)
    As an owner of RTP, i´m interested in this shaders and the discount.

    As far as webplayer problems, i´m on OSX

    Cheers
    Michael

    Edit:
    I opened web player again, and on OSX the examples didn't work at all, i think. Hebe, Candle and Amber for example has no translucency, Pom Cube is just flat. So this doesn´t work on OSX at all. The pictures above are nice, but OSX realtiy is miles away.
     
    Last edited: Jun 23, 2015
    infinitypbr likes this.
  15. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Change the color of "snow" with its dissolve, normalmaps and you've got the sand covering your objects on the desert :).

    SM3.0 (16 textures, 9 interpolators) is required / SM5.0 preferable if you'd like classical tessellation and better performance.

    If you're on openGL machine it can eventually happen. I could not test it fully on this because my Unity5.1.1 just crashes on forced open gl mode in Windows. So - opengl users should probably wait longer for stable GLcore (up to 4.3) functionality on Macs (I assume from Unity blogs that tessellation will also start working on Mac in some predictible future).

    Car paint example is not "car paint shader", it's UBER core shader with features that can mimic it (just a little). UBER is multipurpose shader system (if this will go into more specialised pieces - I'll see).

    On translucency you need to point the camera against the light (you can find it on the skybox). And the object should be placed between the light source and eye. Then translucency reveals. I've noticed point lights get turned off translucency on webplayer I probably made some stupid bug when publishuing it last night. Will try to fix it quickly so candle flame will produce translucency no matter where the camera is pointing from (because point light is placed inside the candle). The same for ice cube.

    If you ask for "does UBER cover any shading scenario" ? The answer is - no. There is no such shader available in the universe. Could Unity Standard Shader make dissolve or outline ? No. It can't because it's general purpose shader. Like UBER. The difference is that UBER has a lot more features added. And additional ones might be also considered later. This is initial release. If people will really need dissolve or outline shader with PBR we'll see.
    At this point it's pumped with features enough I believe :).

    Tom
     
    Last edited: Jun 23, 2015
  16. LoDx

    LoDx

    Joined:
    Feb 13, 2013
    Posts:
    67
    Looks good indeed !

    And in Layman Words -> does it works on mobile too ? Yes ? No ?
    (sorry I don't quite understand those technical terms.)
    Thanks
     
  17. eskovas

    eskovas

    Joined:
    Dec 2, 2009
    Posts:
    1,373
    wow :eek: Looks fantastic Tom :)

    I particularly like the ice block thingy and the candel visuals.
    I also like the POM ones, but at certain angles it behaves really weird.

    Didn't have any problem with the demo, it gave an error the first time it loaded, but then it worked on second try.
     
    Last edited: Jun 23, 2015
  18. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    In human language it's: no gles, very limited on gles2, might work on gles3, but I generally need to make it working on openGL first :).

    Tom
     
  19. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    This looks very interesting. If you're planning to add in the possibility to colorise the albedo map (with detail maps defining where to colorise) like in this shader I'm completely sold.

    EDIT: Translucency is DX11-only, right?
     
    Last edited: Jun 23, 2015
  20. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    That's what i expected. Thank you for confirmation.. :cool:
     
  21. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    I've had a good go on these, they're great stuff, im very impressed with the new POM as well as the interesting choice in addon features, refraction, transparency and translucency can all be used concurrently to create pretty amazing results. The only feature that is dx11 only that i know of is tessellation

    I'll add you can create translucency/transmittance maps with xNormal and the software i use which is called Knald - if you have a decent gpu in compute i recommend Knald a lot, its very fast, but if not you may not benefit from its OpenCL use

    Edit: I can also confirm they work fine in DirectX and OpenGL is a known problem that i'm pretty sure relates to the bugs 5.1 has introduced with its new shader compiling
     
    Last edited: Jun 23, 2015
  22. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    4,054
    Yep, knald, is amazing and so handy for all that kind of stuff. Extrapolate amazing map from almost nothing...
     
  23. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    I was assuming translucency was DX11 because it doesn't work for me, I'm using a GT650m.
     
  24. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    We are deferred + Alloy. This means any forward passes will be slower to render, otherwise this should work fine, I hope? Will it work on PS4?

    What performance delta do you anticipate vs Alloy?

    Also mild issue with Corners Solved:

    http://i.imgur.com/BkGX90n.jpg
     
    Last edited: Jun 23, 2015
  25. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    Are you rotating the object to occlude the light source? Translucency is a light sources transmittance through a volume (It's the clever and computationally cheap procedure exhibited by DICE using a transmittance map, which technically is the result of inverting the normals of a mesh, baking AO then inverting the normals again and using the AO result) so it would need a light behind it to show

    Edit: Also just occurred to me that your 650m supports dx11 anyway

    I suppose this could be adapted to use GI and IBL too perhaps

    Regarding 'strange POM', the webplayer uses several different POM methods, the regular POM will flatten as the view angle becomes closer to grazing, in the advanced POM examples a sillouette is produced which should look more natural, it's quite smart as it looks good and doesn't require tessellation
     
  26. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    605
    Hey Tom,

    Very impressive looking! Will it be possible to extend or modify the shaders ourselves? I'd like to add a color ID map/texture for updating the albedo at runtime based on the RGBA channel of that map.
     
  27. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    I would really love a dissolve shader (mentioned above). Being able to dissolve away good looking shaders/objects without a material switch would be amazing...
     
  28. sashahush

    sashahush

    Joined:
    Sep 5, 2012
    Posts:
    75
    This looks fantastic! Is available for purchase?
     
  29. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    Haha, I feel pretty dumb now. True on both counts. I was assuming the candle's flame had a point light attached to it to accentuate the translucency for the candle.
     
  30. UsefulWeapon

    UsefulWeapon

    Joined:
    Oct 26, 2013
    Posts:
    66
    Wow, just wow. You can add UBER graphics setting with this shader! Is this price permanent or it's going to increase?
     
  31. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,682
    Ah, okay. I can see and adjust translucency when I put a light behind the Hebe figurine. I still don't get much from the amber chunk though, and the ice looks odd. I noticed when running the candle demo last night that sometimes it worked better on the second run-through, for some reason.
     
  32. Quatum1000

    Quatum1000

    Joined:
    Oct 5, 2014
    Posts:
    889
    Hi,

    I tried the PC demo and found some glitches. The other stuff works well :)

    1) Are these stain effect coming from the image effects dirt lens cam?
    2) The translucence is not very visible on my system , including the Hebe model.

    UBER01.jpg

    3) Another glitches cause while coming close to the relief shader example.

    UBER03.jpg

    Video 5MB: uber.mp4

    4) No translucence effect on the Static Snowball.
    UBER04.jpg

    I lost to ask for linear mode, would UBER work with too?
     
    Last edited: Jun 24, 2015
  33. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    You can actually see translucency in your snowball screenshot. It looks a lot like fresn rim light, though.
     
  34. Don-Gray

    Don-Gray

    Joined:
    Mar 18, 2009
    Posts:
    2,278
    Wow, 64 bit player is amazing!
    Thanks for the discount too, Tom!

    :)
     
  35. sashahush

    sashahush

    Joined:
    Sep 5, 2012
    Posts:
    75
    I have your RTP Asset is there anyway i can get a discount?
     
  36. iamsam

    iamsam

    Joined:
    Dec 22, 2013
    Posts:
    233
    Purchased it, brilliant asset Tom, outstanding work. If possible please post a quick video on the different features (especially with wetness and translucency maps) which will help us get started in integrating them quickly. Also a quick question, I guess if we use multiple maps it would results in an increase in drawcalls, would it be possible to use tools such as mesh baker to compress materials with the Uber shader? Thanks again for making this asset available :).
     
  37. Don-Gray

    Don-Gray

    Joined:
    Mar 18, 2009
    Posts:
    2,278
    sashahush,
    Did you open the Asset Store and navigate to the item?
    My update price was there without me doing anything.
     
  38. Zaddo67

    Zaddo67

    Joined:
    Aug 14, 2012
    Posts:
    489
    @tomaszek Just went to purchase and was very pleasantly surprised that price was set at a discount on the Asset store, I assume because I own the RTP asset. Thakyou :)
     
    Last edited: Jun 24, 2015
    Don-Gray likes this.
  39. ChadH

    ChadH

    Joined:
    Aug 28, 2012
    Posts:
    101
    Speechless, dumbfounded, ecstatic ....
    The only word that I can use (and be tasteful) is "Eye-gasm"

    Looking forward to getting this :)
     
    Zaddo67 likes this.
  40. HeliosDoubleSix

    HeliosDoubleSix

    Joined:
    Jun 30, 2013
    Posts:
    148
  41. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Looking awesome and sounds like what I wanted from a "Standard" shader in the first place.
    Great stuff!
     
  42. sashahush

    sashahush

    Joined:
    Sep 5, 2012
    Posts:
    75
    Amazing! Just purchased it! Thank you for the upgrade price, super!
     
  43. sashahush

    sashahush

    Joined:
    Sep 5, 2012
    Posts:
    75
    I'm using Unity 5, and after importing the Uber asset i get this error:
    "Assets/UBER/Editor/UBER_StandardShaderGUI.cs(523,17): error CS0246: The type or namespace name `ColorPickerHDRConfig' could not be found. Are you missing a using directive or an assembly reference?"
    Do i need to import something else? Looks like my unity project is missing this, any tips?
     
    Seneral, TaesikYoon and pureumireu like this.
  44. FreakForFreedom

    FreakForFreedom

    Joined:
    Jan 22, 2013
    Posts:
    156
    It really looks quite amazing... but when I open the example scene and select the objects in the hierarchy, I get a pretty bad memory spike up to 7GB. Could there be leaks somewhere?
     
  45. Deleted User

    Deleted User

    Guest

    All hail the shader king! Another tomaszek shader to buy and add to the palette! Thanks for your hard work and quality products :)
     
    ChadH likes this.
  46. derkoi

    derkoi

    Joined:
    Jul 3, 2012
    Posts:
    2,260
    Edit: Scrap the comment below, I just found the Uber Global Params! Tom you're a legend!

    Just purchased. Great work! What would be the best way to change the wetness or snow at runtime so I can link it with my weather simulation? Thanks
     
    Last edited: Jun 25, 2015
    tomaszek likes this.
  47. tynew

    tynew

    Joined:
    Sep 25, 2013
    Posts:
    122
    Hey tomaszek,

    Just wondering, how difficult would it be to have a cubemap override included in the Uber shader? So far there hasn't been a solution with Unity5 shaders to support environment/buildings with destruction. One which solves having the interior and exterior faces of a building having the proper cubemaps to represent the right reflections, without having to seperate the meshes. This would be very useful when buildings have multiple materials, one outside, one inside etc.

     
  48. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    You're refering to 2 separate shader solutions. I'm afraid they can't share the features together, but you'd need to ask HueShift guy about it.

    No, translucency is approximate model. It doesn't need DX11. Theoretically it can run on mobile when I'll make it working on openGL, it doesn't need any huge computational power.
     
  49. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    It has, but for some reason (and the reason I posted this late in the night) I turned it off for webplayer. On standalone build you can see it on all point lights - candle and iceblock had it inside.

    Tom
     
  50. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    First I'd probably need to buy Alloy to check how it's realised backed for deferred. I'm affraid they use free Gbuffer channels for somethig. The same for UBER (translucency and self-shadowing). So - in case you don't use translucency in UBER you can simply use both - Alloy shaders and UBER ont the same scene. Otherwise we'll need to think about other solution. I hope in time gbuffer in Unity will be more configurable.

    For PS4 - sorry. I'm much much into its contraints, but I believe it's something silimiar to DX11 in terms of capabilities.

    Mild corners - I'm aware about this glitch. I hope I can fix it. Meantime - treat "corners solved" as experimental feature (because it is and I must admit I can be used only per object - no batching) - that's the other limitation).

    Tom