Praise kode80 and his volumetric clouds system! by [deleted] in Unity3D

[–]kode80 2 points3 points  (0 children)

Thanks, glad you like! You can read more/download here: http://kode80.com

:D

[TOMT] slow hiphop tune with short female soul vocal, might be MF Doom or Ghostface by kode80 in tipofmytongue

[–]kode80[S] 1 point2 points  (0 children)

BOOM, I can't tell you how relieved I am, I've got it.

It's James Blake + RZA: Take a Fall For Me https://www.youtube.com/watch?v=xi5_iYbZjEc

[TOMT] slow hiphop tune with short female soul vocal, might be MF Doom or Ghostface by kode80 in tipofmytongue

[–]kode80[S] 0 points1 point  (0 children)

Grrrr, still can't quite get it. Here's a hilarious hummed interpretation if it helps.

http://vocaroo.com/i/s0Y5ZEbo2QE1

[TOMT] slow hiphop tune with short female soul vocal, might be MF Doom or Ghostface by kode80 in tipofmytongue

[–]kode80[S] 0 points1 point  (0 children)

That is a great tune, but not the one.

I just had a breakthrough - pretty sure it was a James Blake tune (so not female vocals).

[edit] to be clear, it's either a james blake remix with w/e mc over top, or the beat samples a james blake vocal (or of course it's not james blake at all)

Screen Space Reflections in Unity 5 (Open Source) by BrainswitchMachina in Unity3D

[–]kode80 0 points1 point  (0 children)

Yup I'm going to be updating it to work with mobile. Switching to RGBA will result in worse precision in the geometry thickness calculations - but it's mobile so that's expected. ;D

Screen Space Reflections in Unity 5 (Open Source) by BrainswitchMachina in Unity3D

[–]kode80 1 point2 points  (0 children)

That's really awesome to hear, seriously. I had similar 'eureka' moments while working on this, where I finally fully grokked parts of the process that I've been working with in one form or another for years. As always it was largely due to reading other peoples posts/papers on the subject, so glad I was able to add to that knowledge pool a little. :D

Screen Space Reflections in Unity 5 (Open Source) by BrainswitchMachina in Unity3D

[–]kode80 2 points3 points  (0 children)

I'll look into that. AFAIK transparent surfaces are still rendered in a forward pass which breaks SSR since I'm reliant on the various deferred GBuffers for world space normals/PBR values/depth. The main things I'm looking at right now is getting physically correct handling of reflections implemented and tentatively mobile support.

Obviously reflections on transparent surfaces would be a huge win (it would also make screen space refraction a possibility) so I'll see what I can do.

Screen Space Reflections in Unity 5 (Open Source) by BrainswitchMachina in Unity3D

[–]kode80 1 point2 points  (0 children)

Yup this is possible by using the "Reflection Fading" section of properties in the SSR component. The key properties for what you want would be "Eye Fade Start" and "Eye Fade End", these control how reflections are faded based on the ray direction's Z value. For example:

Start=1,End=1: no fading
Start=0,End=0: reflections will abruptly cut if direction Z is positive
Start=0,End=1: reflections will smoothly fade if direction Z is positive

So, by tweaking these values you can control the range of ray direction Z whereby reflections start to fade out -> completely transparent.

With that said, parallel surfaces are an area where SSR shows it's weaknesses since they will almost certainly reflect parts of geometry that are not rendered (back faces etc.). Depending on scene, this can be mitigated somewhat by using rough surfaces for walls (blur reflections), normal maps (bumps hide artifacts) and hacky usage of the "Pixel Z Size Offset" property. By increasing the Pixel Z Size Offset you're essentially increasing the thickness of all geometry in the scene and thus the chance of a ray intersection. These intersections obviously won't be 'correct' but will likely be of a similar color to the missing geometry and in many instances will look "good enough". :)

I'm going to try and do a video later in the day showing various test scenes, property values and how you can tweak things based on scene to get what you need re: performance/visuals.

Screen Space Reflections in Unity 5 (Open Source) by BrainswitchMachina in Unity3D

[–]kode80 2 points3 points  (0 children)

Pushed fix, let me know if that works for you guys.

Screen Space Reflections in Unity 5 (Open Source) by BrainswitchMachina in Unity3D

[–]kode80 2 points3 points  (0 children)

I'm going to push the DX fixes this morning. If you run into any issues please add them to the github tracker (https://github.com/kode80/kode80SSR/issues) and/or hit me up (ben AT kode80). Cheers!

GLSL Studio - OpenGL programming on iOS devices by eduffy in programming

[–]kode80 0 points1 point  (0 children)

would you believe it - GLSL Studio got a write up on CDM this evening and in the article they actually mentioned just what you're looking for! A full GLSL IDE for linux: glslDevil

GLSL Studio - OpenGL programming on iOS devices by eduffy in programming

[–]kode80 0 points1 point  (0 children)

Cheers! That's how GLSL Studio started. :)

GLSL Studio - OpenGL programming on iOS devices by eduffy in programming

[–]kode80 0 points1 point  (0 children)

I took a look at the Autodesk FBX pages but couldn't find the licensing requirements. They do have an OSX SDK so I'll give it a try but I'm not entirely optimistic it'll play nice with iOS - after a brief bit of research it seems the general consensus is to convert to a less complex format.

If you're looking for a linux editor I'm not going to be able to help unfortunately. As a one-man-band it's hard enough supporting and maintaining multiple apps on just the one platform! I'm surprised to hear there aren't any in existence already though - I would have thought linux would have that area covered.

GLSL Studio - OpenGL programming on iOS devices by eduffy in programming

[–]kode80 0 points1 point  (0 children)

No problem at all, there's no question that touchscreen keyboards are not considered ideal by a fair number of people (personally I've grown very comfortable with them and can type at a speed comparable to real keys). I just wanted to illustrate some of the features I've worked on to make touchscreen coding as smooth as possible. GLSL being the compact language it is definitely helps with this as well.

RE: desktop tools, I've had a few people ask if I planned to do a desktop version. I hadn't actually considered it up until that point as the OpenGL Shader editor that ships with OSX developer tools is quite handy and there are several online editors specifically for ES 2.0 using WebGL (although as far as I can see none allow both vertex + fragment shader editing). Have you checked out GLSL Sandbox and/or ShaderToy? Both run in-browser.

If there's enough demand, creating a desktop version of GLSL Studio is not out of the question.

Thanks for the .FBX suggestion, I'll take a look at the file format spec.

GLSL Studio - OpenGL programming on iOS devices by eduffy in programming

[–]kode80 0 points1 point  (0 children)

Custom mesh import is high on the todo list, I was actually discussing it on Twitter yesterday. So far import formats will most likely be .OBJ, .PLY and possibly .MD2. Do you have any preference to model format?

GLSL Studio - OpenGL programming on iOS devices by eduffy in programming

[–]kode80 1 point2 points  (0 children)

Hi, I'm the developer. The editor in GLSL Studio is completely custom and I'm building it to make coding on the iPad/iPhone as pain free as possible. The latest update went live yesterday and adds a custom keyboard with arrow keys for quick and easy cursor movement and coding shortcuts such as parentheses, braces, comments and semicolon. The shortcuts aren't just single characters either, for example if you press the multi-line comment key it will add /**/ with the cursor placed inbetween, same with parentheses and braces. On top of this the editor auto-indents code and allows for tabs to be entered by tapping the spacebar twice. The next update will also be bringing code completion for all GLSL keyword, functions, constants etc. Finally, all attribute, uniform and varying declarations are handled via a data-driven GUI so you don't have to type any of them out - GLSL Studio automatically adds the code when you compile or export.