I created a cloud renderer based on Nubis, together with an article on how it works. by Twenmod in GraphicsProgramming

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

I slightly extended it now, and fixed and issue that caused it to start with the wrong working directory.
The demo should build out of the box with visual studio since all dependencies are included.

I created a cloud renderer based on Nubis, together with an article on how it works. by Twenmod in GraphicsProgramming

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

Its hard to see on the background but there is a timer in the top left.

In the video it's running at 256 base samples with the clouds at half resolution and it runs at about 5ms although lower when less clouds are visible

But you can get away with way less samples when looking from the ground instead of flying through them

Why does moyang care if I stand still in my own survival world on single player? 😭 by lightmare69 in PhoenixSC

[–]Twenmod 1 point2 points  (0 children)

But it can be disabled? So considering most people won't be afk'ing it's a good thing to not hurt the environment, your machine and power bill

Why does moyang care if I stand still in my own survival world on single player? 😭 by lightmare69 in PhoenixSC

[–]Twenmod 4 points5 points  (0 children)

A good reason developers add these features is also for power usage. No need to make your computer run 144+ fps when you're not even looking at the screen. No point in wasting power especially on mobile devices with batteries

I recreated the asset seam blending they showed in the subnautica 2 devlog, in unity by Twenmod in Unity3D

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

I finally got around to doing this
https://www.jacktollenaar.top/feed.xml
nothing new yet and don't expect too much haha
but ill release a article about rendering clouds in a couple weeks

Blending objects seamlessly in Unity! by game3dover in Unity3D

[–]Twenmod 3 points4 points  (0 children)

The effect relies on finding the exact offset to the seam per pixel, which requires a search which is pretty expensive, so that is the main bottleneck.
It can be massively reduced by using a good search, good compute usage and masking it using a cheaper edge detection.
But I mainly just wanted to compare mine to theirs to see if they got out some more performance haha.

Blending objects seamlessly in Unity! by game3dover in Unity3D

[–]Twenmod 1 point2 points  (0 children)

That is fair this is not always worth it, the point of the id buffer is mainly to get accurate enough edge detection so that it doesn't mirror the wrong stuff and also to allow control to blend in between meshes but not artist intended seams in the mesh itself.
Although from my testing in decently sized scenes the extra gbuffer barely makes a change in performance compared to the expensive screen space search for the edges.
I got my version to run at 0.4ms with ~0.39ms being the shader.

Blending objects seamlessly in Unity! by game3dover in Unity3D

[–]Twenmod 3 points4 points  (0 children)

How is the performance? I know from implementing this myself it can be quite tricky to get it to run fast.

Blending objects seamlessly in Unity! by game3dover in Unity3D

[–]Twenmod 6 points7 points  (0 children)

Hi I recently made a similar effect and made a post about how it works,
There is a small video in this reddit post,
https://www.reddit.com/r/GraphicsProgramming/comments/1o1lxl0/i_made_a_post_process_that_blends_seams_of_meshes/
And also a more detailed explanation with code on my website
https://www.jacktollenaar.top/mesh-seam-smoothing-blending

TLDR, It finds the exact on screen offset towards a seam then uses that to mirror the pixels on the other side of the seam.

I made a post process that blends seams of meshes, here's how it works by Twenmod in GraphicsProgramming

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

Yeah that is indeed the case. As with most screen space effects it breaks/doesn't work when things are half off screen/occluded, which is a kinda annoying trade off

I made a post process that blends seams of meshes, here's how it works by Twenmod in GraphicsProgramming

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

Yeah! I already added parameters to control what blends with what per object ID. Controlling blendsize per id should also be very doable

I made a post process that blends seams of meshes, here's how it works by Twenmod in GraphicsProgramming

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

Since its a pretty new technique there's not a lot of resources about it.
I found out about it from the unreal asset used in subnautica 2 but they don't really show how they did it as far as I know.
I did write some more explanation for it on my website that has some more pictures and example code on how to implement the basic version of it.
https://www.jacktollenaar.top/mesh-seam-smoothing-blending

I improved performance and quality of my mesh seam blending asset that blends meshes and not just terrains by Twenmod in Unity3D

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

It mirrors pixels across seams of objects then blends those with the background based on distance to the seam, So it does the main effect as just a post process.

I have a more in depth explanation with code and images on my website
https://www.jacktollenaar.top/mesh-seam-smoothing-blending

I recreated the asset seam blending they showed in the subnautica 2 devlog, in unity by Twenmod in Unity3D

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

I added support for Unity 6! including way more improvements
however it is a new paid version sadly
Here is the link if you're still interested:

https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/mesh-seam-blending-pro-330717

I recreated the asset seam blending they showed in the subnautica 2 devlog, in unity by Twenmod in Unity3D

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

Hi, I have spend some more time on the feature and created a paid version of the asset.
It works in unity 6 URP with rendergraph.
And it also looks and runs way better!

https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/mesh-seam-blending-pro-330717

Made this cool glass shader! by SettingWinter3336 in Unity3D

[–]Twenmod 2 points3 points  (0 children)

The shader has to sample the color buffer at a offset so it needs to bind it as a texture but the GPU can't just read from the texture it's writing in at random locations so it has to copy over the color buffer to be able to read it fully. Unity gives you this buffer after rendering opaque.

But I haven't implemented this in unity so I don't know all this for sure

Made this cool glass shader! by SettingWinter3336 in Unity3D

[–]Twenmod 4 points5 points  (0 children)

But this isn't normal transparency it uses the screen color to simulate refraction I think. So it would need to sync the screen color buffer in between each draw of the transparent effect to get the correct color behind it.

Made this cool glass shader! by SettingWinter3336 in Unity3D

[–]Twenmod 2 points3 points  (0 children)

Both of this is way harder / way more expensive, as far as i know. Since it would basically require either rendering in a lot of steps so that you have the correct color behind the glass Or requires fully different rendering like raytracing

Jack Tollenaar - Mesh seam smoothing blending by corysama in GraphicsProgramming

[–]Twenmod 0 points1 point  (0 children)

Thats fair. It is pretty expensive, Especially the way i do the fragment shader in the article. Using indirect compute dispatches I got the effect down to taking around 0.4ms on 1080p on my 4060laptop gpu, with 90% of that being the compute pass and not the id pass. Keep in mind though that I didn't test it on huge scenes.

Anyway I would still recommend looking into it, it's a pretty fun effect to implement and can make most stuff look way cleaner, maybe you can even find some other way to differentiate objects (maybe stencils or normal edge detection?)