*Skyshop Update* 1.07 is available now!
What can we say, this release has been a long-time coming! It is by far the most substantial Skyshop release to date. Building upon Skyshop's leading image quality in Unity, localized reflections and a good cubemap manager are paramount to achieving high scene fidelity within dynamic indoor and outdoor real-time projects. Skyshop now brings you the features and tool set to achieve this superb scene fidelity in all of your Unity projects.
1.07 introduces...- Sky Blending/Interpolation
- Box Projected Cube Mapping
- Spherical Harmonics Diffuse IBL
- New Sky & Sky Manager System
- Cubemap Probe System
- ...lest we forget, Shader Forge Integration! You can now tie in Skyshop's high quality image-based lighting with Unity's most popular node-based shader editor.
Download Skyshop 1.07:
http://u3d.as/4Jx
Skyshop 1.07 | Quick Reference:
http://goo.gl/yAyllD
Skyshop 1.07 | Video Tutorials:
http://goo.gl/C3lS0b
Replies
I...what???
You've not met Zlad I take it:
[ame="http://www.youtube.com/watch?v=lp_PIjc2ga4"]Elektronik Supersonik - Zlad - - YouTube[/ame]
Skyshop looks sweet, I may have to give Unity a go. Maybe even use it to showcase portfolio assets with the web player, which is perhaps something marmoset should consider including, like a quick asset showcase kit that can easily be setup for web publishing.
Assets & Asset Store | Marmoset Skyshop - Image-Based Lighting & Tools
Also, and I know this is off-topic, but anyone knows if anything like this is also possible with UDK?
I'm wondering about that too.
I mean how does this work for a game with larger environments? The background input has to change somehow to keep the lighting believable.
Otherwise it makes only sense for games where you have a small area (i.e. Fighting games), or as neat presentation tool.
[ame="http://www.youtube.com/watch?v=_29M8F-sRsU"]Digital Dragons - Micha? Drobot (Guerrilla Games) - Killzone: Shadow Fall - Lighting - YouTube[/ame]
- There's 3 types of reflections that are looked up, local reflections, so characters or objects in the area of the cube map that could not work in the cubemap, then the cube map reflections, and then finally the skybox reflections if it cannot find anything else to reflect.
- They have something fancy that correctly offsets the cube map reflections so a sphere will reflect the scene differently if its 5 meters if its moved in any direction. The lighting is also blended between the light probes, I've seen this done in other engines, but it can be done so that they are blended smoothly and the reflections match up accurately with parallax correction. Example
[ame="http://www.youtube.com/watch?v=Bvar6X0dUGs"]Local Image-based Lighting With Parallax-corrected Cubemap - YouTube[/ame]
It is possible to have multiple skies in the same scene. It is also possible to assign custom sky lighting to each object individually (actually each material for now :-/), so one could write a script that assigns a sky to every object within a given area. If the object moves to the next area, a different sky is used.
Right now Skyshop does not have any features for doing this easily, but all the pieces are there, technically. We will be exploring where we can take this IBL tech, now that the core stuff is up and running.
Having a single sky for the world works well for large out-door games, for example Darkest of Days, where the sky doesn't change much nor does the ground, and no one will notice.
Pretty much this.
is it easy to add your own features to the shader code? like if i wanted to add half lambert, or some scripted emmissive movement and stuff?
and adding features to the shader code is really simple, i've been able to port over all my custom shaders in no more than a few minutes each
We're committed to expanding Skyshop with more features and shaders as we go forward, if you have any specific feature requests by all means let us know.
By BRDF, do you mean you want to see a PBL shader?
Sorry, we do not offer any sort of trail at this time. Unfortunately there is no way to do time-based trials through the Unity Asset Store.
Skyshop runs on iOS at the moment, but no android. Performance will depend on the specific device you're running on. We haven't done large scale testing on mobile yet. Expanded support for mobile platforms is coming soon.
Desktop/console performance is comparable to unity's own shaders, pretty great. iOS performance is passable but has room for improvement. We are anxiously waiting for unity 4.2 which fixes some major shader issues for us.
Skyshop ships with core shader source from which all the shader permutations were generated. If you are comfortable working inside ShaderLab, you should have no trouble customizing your own shaders.
due to the lack of a trial, this is something i'll have to very seriously consider before i purchase (please don't take that as a reflection on you). i'm just not sure how much use i'll get from it personally right now, in future i may use it a lot though, and it might be extremely useful to invest in for a realtime portfolio.
Hey EQ! Fantastic job! My small little indie team is debating whether or not to get it because we are a little worried about performance. What are the capabilities and limitations, in regards to performance, to handle big open scenes with lots of shadowy spots like walls and roofs,large terrain, lots of characters running around etc.
Either way it looks absolutely fantastic and its definitely what Unity needed
Hey!
Its hard for us to give any concrete performance information, as it will vary so much depending on your target hardware, complexity of your game, assets, other shaders or post, etc. Skyshop performance comparable to default Unity shaders on PC/Console.
Skyshop's light is treated as ambient light. Shadows come from Unity's direct light sources and perform as well as they normally do in Unity. We do have a nifty tool to match up directional lights to light source(es) in the IBL content.
Skyshop comes with a variety of shaders as well, some are more complex, for instance we have a shader that supports normal mapping, full color specular with gloss, transparency, and emmissive, which is our most expensive shader. However, in real world use there would be very few assets you would want to use a shader like this on, so depending on your material complexity, you can use simplified shaders for better performance.
This is totally understandable. Ideally we would like to offer a trial but any sort of time limited demo is against Unity's Asset Store policies. Hopefully as more people start using it and showing off what it can do it will help sway you. :poly124:
don't get me wrong it looks great, but yes, more physically accurate shaders, but then you would need a nice lighting system to company that. Not sure when RAD is showing off the engine, but this is close to how we have it.
You certainly can use Skyshop to render full scenes, right now Skyshop is most suitable for outdoor areas, but you can also do interior areas by generating cubemaps from your actual level/scene in Unity (there are some cool tools in the Asset store to do this) and then apply that cubemap to your Skyshop shaders for interior objects.
For future releases we're looking into some ways to automate this sort of setup for greater lighting flexibility.
So what happens when Skyshop is being plugged into Unity free ? Would cast shadows (as seen in the Vespa screenshots) actually appear in the scene ?
Hey P,
Skyshop works along side various unity functions such as dynamic lights, shadows, baked lighting, etc. Shadows are not integrated into skies in the same way that they are in Toolbag, so Skyshop IBL data acts as ambient light and reflection. You can add lights to match up with any light source(s) in your panorama, which is a bit more flexible than the Toolbag system (where the main light direction and intensity is fixed). We also have a nice tool for matching up direction lights to specific points in the IBL content.
We're reliant on Unity's systems for shadows, so you will need Unity Pro to get shadows unfortunately. Word is shadows will be in Unity Free soon though.
[ame]http://www.youtube.com/watch?v=xcBJ5uoMF3E[/ame]
Whoops, should be public now.
To expand on these, and because I saw a lot of people in the unity forums asking about cube map blending, Remember me released a good tech video about how they dealt with cube map blending,
http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/
It's halfway through, under Reflection system.
In other news, Alec Moody posted a video using Skyshop to demo Handplane converted normal maps in Unity. Converting your normal map with Handplane and the Unity preset gives the best quality (I've tested this with my worst-case normal map mesh).
[ame="http://www.youtube.com/watch?v=DFTVxZ-93sA"]handplane unity comparison - YouTube[/ame]
Awesome, glad to hear it!
We've actually got an update coming very soon with revamped mobile shaders, so keep an eye out for it.
Skyshop 1.03 is now available in the Asset Store!
Visit the Store Page to purchase or upgrade your existing license for free!
Full Shader Source
Source-code for all PC & mobile shaders is now included, allowing ShaderLab to build to platforms we don't have access to (consoles) or just plain forgot (DX11).
Multiple Shadows
Added fullforwardshadows pragma to all shaders for great justice.
Deferred Lighting
All non-mobile shaders now feature a deferred rendering path.
Cubemap Probes (Requires Unity Pro)
Added tools to render cubemaps from inside the scene, from the point of view of any selected object.
Lots of Shader Improvements!
- Fixed Android support!
- Faster mobile shaders
- proper fallbacks for all shaders
- Conform to storing specular exponent in o.Specular and mask in o.Gloss
Fixed Transparency Bugs
- Fixed point & spotlight bugs in "Cutout" shaders
- Using "alphatest:_Cutoff" pragma instead of AlphaTest tag
- Fixed premultiplied alpha & IBL in "Glass" shaders
Black .HDR Files
- .HDR images with an exposure of 0 are now handled properly
Other tweaks
- "Auto-detect Colorspace" now detects mobile platforms
- Default diffuse cube size is now 64 x 64 per face
- Fixed Sky.cs Memory Leak
- "Use as GI" button now requires Beast XML config file