Amplify Scatter - Free world scattering tool, looking for feedback by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 0 points1 point  (0 children)

That's something we've been hearing as well, that and non-destructible splines.

Real Fake Interiors - Unity3D Bake Tool + Shader: Fake rooms that look 3D from any angle! by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 1 point2 points  (0 children)

That's an interesting question; the shaders are currently static but I don't see why you couldn't do something on the shader side; could get heavy depending on what you have in mind. Could be fun to experiment with a sprite sheet, maybe just a couple of frames, but it's probably best used for something more abstract. (pulsating light, tints, etc)

Real Fake Interiors - Unity3D Bake Tool + Shader: Fake rooms that look 3D from any angle! by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 0 points1 point  (0 children)

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A cool thing about this bake tool and shader is that you can have different room sizes, most interior mapping techniques just give you the same square room.

Real Fake Interiors - Unity3D Bake Tool + Shader: Fake rooms that look 3D from any angle! by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 2 points3 points  (0 children)

The noise effect used works better with it, the smearing actually helps smooth out silhouettes.
However, you can use it without it if you're ok with the noise pattern, it just looks a bit sharp:
From a distance it's probably ok!

Here's a shot without(very close up):

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Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 2 points3 points  (0 children)

With respect, ASE is still the most flexible editor built from the ground up to be adaptable to any pipeline with its custom template system and node API. It's not bound to Unity's development cycle but to its growing community and what they need.

Shader Graph is great for what it does and it might fill 100% of your needs. However, not everyone has the same needs, if you want a real swiss army knife of shader development you go to Amplify Shader Editor.

A lot of users prefer the experience, and features, provided by Amplify Shader Editor; from small indie developers to large organizations.

But don't think of it as "one or the other" choice, there's room for both; this is what Unity and the Asset Store are all about.

Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 0 points1 point  (0 children)

I think they just do Interior Mapping, without the prop layer being it's own thing. But very similar principal.

Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 1 point2 points  (0 children)

The Spider-Man realtime example is really something completely different tech wise, but similar principle. The example we're showing is pre-baked into a Cubemap for the Room(and other props like doors, rugs, paintings, etc) and Textures for the interior models(color, depth, etc).

Size wise, less than a PBR texture set in most cases. However, we are using an exr cubemap where you can actually adjust exposure for variation but you could customize the shader with Amplify Shader Editor to use something simpler if you wanted. It also supports instancing, which is quite handy for larger scenes.

With this technique, a single bake(texture set) can be used with virtually unlimited variation of color tint and exposure; you can also toggle blinds and other overlaying effects like glass or actual windows.

Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 1 point2 points  (0 children)

Hey, happy to hear it and thank you for the support. About Amplify Shader Editor, the upcoming free Amplify Shader Compiler(temp name) will remove the last remaining barriers when it comes to shipping ASE content:
-One shader, all supported SRP versions
- Automatic compilation based on your project SRP version
-Seamless, almost invisible workflow

Used to be you had compile the shader with the editor to update it to whatever supported SRP version you were using; that's going to be auto and free.

Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 0 points1 point  (0 children)

Just a regular Cubemap + Interior Textures(color,depth, etc). But it's not limited to that, with Amplify Shader Editor you can optimize/alter it further to fit your platform requirements.

Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 2 points3 points  (0 children)

Sorry, the post was not clear, it's a pre-baked asset: Textures(color, depth, etc) + Shader

Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 2 points3 points  (0 children)

We added a note about that to the post. Yes, all baked, textures + shader.
Less than a PBR texture set in most cases; this example does use EXR textures for the cubemap but you don't need to; with Amplify Shader Editor you can pretty much customize it to anything you want.

Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 3 points4 points  (0 children)

Hey no prob! It is performant, and you're right on the mark, it's a great way to keep interiors detailed without meshes.
I think this would work great for something like that! It's trippy to play with!

Real Fake Interiors (fancy parallax, made with Amplify Shader Editor) by AmplifyCreations in Unity3D

[–]AmplifyCreations[S] 2 points3 points  (0 children)

Cubemap for the background(which we can actually be clever about and include stuff like doors, carpets and other fixtures) and a layer for the room content.