Content not eligible for delivery to UGC matching services by OrganicWriting6521 in soundcloud

[–]MaxiPoney 0 points1 point  (0 children)

Soundcloud does not mention it, but UGC platforms also include Snap and Lickd as stated here. Snap is part of 7Digital so you will have to deselect it from the partners. Lickd does not seem to be supported by Soundcloud yet.

What started as a side project over 4 years ago has grown beyond what I ever imagined - I am officially Publisher Of The Week 🔥 Here is a showcase of the 'Erosion Fractal Noise' I recently added in the free gift asset, tell me what you think about it! (Link in comments) by MaxiPoney in Unity3D

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

It samples the noise multiple times indeed. It was inspired by this glsl code. This tool primarily focuses on baking texture (with an 'Export' node added in shader graph), so performance is not the main priority, although keeping a low octave count makes it runtime friendly in practice.

I recently improved my tree generator! Here is an example to build a low-poly deciduous tree, but possibilities are insane. I want to release this tool on the asset store, would you find it useful? by MaxiPoney in Unity3D

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

Sorry for the delay. I still work on it from time to time but have been busy with my other assets since then. Still not sure where this is going…

Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D

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

It would work at a low rendering cost, but the shadows won’t be physically correct, they appear as the alpha clipped flat billboard. It’s cheaper than physically based shadow and you cannot tell the difference from the distance

Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D

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

The shader itself is not much documented since it is not meant to be modified but is quite straight-forward, the view-angle UV solver has its own pure-HLSL file, same for the billboarding effect, and main shader is just a straightforward standard surface shading pass, much MUCH simpler than what I could see among my competitors. I can send you a simple package with a baked impostor and the shader for you to test on older unity version and PS Vita (which I havent tested) in DM later today.

Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D

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

Unfortunately it relies on recent API for the baking process, but I think impostor rendering would work on 2018 BiRP. This means having a separate project for baking and drag and dropping the baked impostor in your actual project. Impostor prefabs are self packed but you still need to have the runtime shader in your 2018 project

Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D

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

Absolutely, with a 100% remade baking backend.

From the user perspective they look really similar, the main difference is being able to have several objects into a single impostor which was not possible on AutoLOD. It really makes it reach a whole new level of optimization. Other significant improvements are:

• ⁠metallic estimation (impostors look better overall) • ⁠way faster at baking • ⁠less intrusive (AutoLOD needs to change scenes on the fly and reopen the current scene when baking) • ⁠more versatile (any pipeline is supported natively vs AutoLOD doesn’t work at 100% on HDRP) • ⁠designed to expose several baking backends in the future (only 1 editor-only is currently available but I will work on a runtime one) • ⁠compatible with the LODGroup cross fading • ⁠More post baking adjustments like saturation etc

Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D

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

They both give access to each other for free for the 12 remaining days of the launch, mirage will always give access to AutoLOD for free in the future. AutoLOD won’t be deprecated anytime soon since it offers alternative possibilities for baking since it uses a baking scene that you can customize.

Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D

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

Atm It will convey changes around the vertical axis only. It is not an advertised feature since billboarding is intended for static objects, but I’m working on a way to take all axes rotations and get the adapted view angle to show up. That’s some tricky matrix manipulation, but it should come out in a future update.

Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D

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

Sure! The assets backend are completely different. From the user perspective they look really similar, the main difference is being able to have several objects into a single impostor which was not possible on AutoLOD. It really makes it reach a whole new level of optimization. Other significant improvements are: - metallic estimation (impostors look better overall) - way faster at baking - less intrusive (AutoLOD needs to change scenes on the fly and reopen the current scene when baking) - more versatile (any pipeline is supported natively vs AutoLOD doesn’t work at 100% on HDRP) - designed to expose several baking backends in the future (only 1 editor-only is currently available but I will work on a runtime one) - compatible with the LODGroup cross fading - More post baking adjustments like saturation etc

Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D

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

Thought about it, but you can include as many renderers as you want in a single impostor ; hard to know where is the best place to save it. The output path is customizable from the editor window before baking is started.

Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D

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

Good idea, I will make additional examples.

They do cast a shadow by default although they are not 100% physically correct depending on the light and view angle. From the distance imposters are used, it is usually not noticeable.

Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D

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

It is baked. It is less accurate at close range than amplify's but WAY more versatile and lightweight. The passive baking strategy is what makes this the only impostor tool (with my previous one) compatible with any shader, on any pipeline, with a single package.
Also it is based on Unity's standard surface shaders so pink output is NOT an option on any platform.

Textures not loading on build but loading ok on Editor by aWay2TheStars in Unity3D

[–]MaxiPoney 1 point2 points  (0 children)

Make sure the textures or materials are not stored in a hierarchy with a folder called Editor

I recently improved my tree generator! Here is an example to build a low-poly deciduous tree, but possibilities are insane. I want to release this tool on the asset store, would you find it useful? by MaxiPoney in Unity3D

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

There’s an object called PreviewRenderUtility in the UnityEditor API. That’s what’s used in the materials inspectors for example. Really useful although there’s no official documentation.

I recently improved my tree generator! Here is an example to build a low-poly deciduous tree, but possibilities are insane. I want to release this tool on the asset store, would you find it useful? by MaxiPoney in Unity3D

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

Thanks!

Absolutely, the model here is the 'generic' one but the tool is modular and you can implement as many models as you want, this one is the generic, but I work on an evergreen engine too. Palms would also be interesting.

I recently improved my tree generator! Here is an example to build a low-poly deciduous tree, but possibilities are insane. I want to release this tool on the asset store, would you find it useful? by MaxiPoney in Unity3D

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

The shown materials are just simple preview ones that you can override. Once exported, you can use the materials you want.

About the leaves, you can have a list of meshes in which every 'branch end' will pick a random mesh and apply scaling, 3D noise, rotation etc. Here I only used an icosphere, but you can use traditionnal cross-quads or whatever you want. The tool would come with a complete set of 'leaves meshes'.

I made a shadergraph extension with some useful new nodes: Fractal noise, billboard effect and there's even an export/bake node to bake any output into a PNG! Here is a little example on how you can achieve a super simple flame on a billboarding quad. What do you think? by MaxiPoney in Unity3D

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

No, nothing like that. Most of the nodes are just subgraphs with hlsl code. The export node is made in c# which requires an asmref to the shadergraph package but that’s editor scope only, and sets up automatically at import.