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Messages - Chingwa

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1

Hello All,

I'm happy to announce that Suimono version 2.1.6 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This is a maintenance update that fixes a number of issues.  It specifically addresses PS4 build issues, some problems with buoyancy not engaging at distance, and some cosmetic fixes for erroneous over-brightening problems.   This release has been tested and is confirmed working with both Unity 5.x, Unity 2017.4, and Unity 2018.2, however if you run into any problems while using these latest versions please let me know.

Suimono 3.0?
Suimono started life as a relatively basic interactive water system on the Asset Store way back in September 2012!  Over the years it has been under continuous development in order to offer new features and to keep pace with Unity engine changes and updates.  Suimono and Unity have both grown and improved exponentially during that time.  That being said, the system has some weak points that are difficult to address in it's current form.  Over the past year I have been researching experimental water rendering possibilities, in order to improve Suimono and address these weak points.  I am still in the development phase but am excited by this progress so far.  My main goals for this research include improved water and wave rendering, much improved performance overhead, better multi-camera and VR support, and deeper integration with modern Unity tech (SSR, Deferred Shading etc.). Timeframe is not decided, but I hope to have a more detailed information about 3.0 soon.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital


-------------------------------------------------------------
A note about SRP (Scriptable Render Pipeline) in Unity 2018
-------------------------------------------------------------
(August 2018)
Many people have asked about the new SRP system in Unity 2018.  Because Unity's new HDRP and LWRP Render Pipeline is still in Preview mode, and because of the massive differences between these and the current default rendering system, I've decided to take a "wait and see approach" to when/if Suimono will support these modes.  Unfortunately the amount of work involved in upgrading to SRP is not trivial, and it's best  to wait until these systems are at least no longer in "preview mode" as Unity describes them.  Once SRP is more mature I will take another look and reconsider if I will rewrite Suimonoto support them.


-----------------------------
RELEASE NOTES - Version 2.1.6
-----------------------------
WHAT'S NEW:
- Added 'Clear Mode' option to camera tools.  Allows override of clear flag inheritance on reflection camera.

CHANGES:
- Raised default Buoyancy activation range to 5000.
- Added Mesh Collider to farplane surface prefab.  Helps prevent Buoyancy detection fail.
- Underwater camera component is no longer added if underwater rendering is turned off on module.

BUG FIXES:
- Fixed shader errors under PS4 that were preventing build completion (Lerp/Dot ambiguity).
- Fixed Depthmask2 shader over-bright error.
- Fixed object editor issue when expanding tabs.
- Fixed bug where editor was showing wrong skin color (dark/pro skin vs light skin).
- Reflection Color setting now affects underwater reflection as well.
- Adjusted Caustic lighting code so it doesn't reduce to 0 intensity.
- Removed buoyancy frustum occlusion code causing strange buoyancy errors.
- Fixed screen uv edge smearing underwater and with water droplet effects.
- Fixed Underwater surface flickering error.
- Fixed underwater transparency over-bright error.
- Fixed Reflection over-bright error.
- Darkened underwater fog color matching.


2
SUIMONO 2.0 - Interactive Water System / Re: Raycasting Waves
« on: August 10, 2018, 03:35:21 PM »
The main problem with raycasts is that Suimono wave offsets are generated on the GPU, thus the raycast is not hitting the actual waves but instead the underlying surface position.  Probably the best alternative is to send out a ray from your gun position and then sampling a series of Vector3 points along the ray using the SuimonoGetHeight() function on each point.  Once you hit the first point where the return value is under the water you would use that point as your projectile hit position.

OR if your projectile is slow enough you could just sample the current Vector3 position of the projectile (using SuimonoGetHeight) until it the first time it is underwater.

3
SUIMONO 2.0 - Interactive Water System / Re: Playmaker Actions
« on: July 31, 2018, 06:48:28 PM »
Hi Blackant,
I'm not personally aware of any playmaker actions, so feel free to jump in!

4
Hello All,

I'm happy to announce that Tenkoku version 1.1.9 is now ready for download...

Download Here: http://www.tanukidigital.com/download

Also available on the Asset Store here:
https://assetstore.unity.com/packages/tools/particles-effects/tenkoku-dynamic-sky-34435

This is a small maintenance update with some bug fixes and color fixes, particularly for those using Unity 2018.2.  For those wondering about the long development between what may seem like small update releases this is due to most of my Tenkoku dev time being put into a forthcoming 2.0 version, to hopefully be released later this year.  While I don't have full details about what will be new/improved in 2.0 quite yet, I can say that there will be better performance, more thorough customization options, improved weather automation including the conspicuously missing 'advanced weather' system (as well as a real-world weather option).  I should have more info about this once it gets closer to release.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital





-------------------------------------------------------------
A note about SRP (Scriptable Render Pipeline) in Unity 2018
-------------------------------------------------------------
(July 2018)
Many people have asked about the new SRP system in Unity 2018.  Because Unity's new HDRP and LWRP Render Pipeline is still in Preview mode, and because of the massive differences between these and the current default rendering system, I've decided to take a "wait and see approach" to when/if Tenkoku will support these modes.  Unfortunately the amount of work involved in upgrading to SRP is not trivial, and it's best  to wait until these systems are at least no longer in "preview mode" as Unity describes them.  Once SRP is more mature I will take another look and reconsider if I will rewrite Tenkoku to support them.


-------------------------------
RELEASE NOTES - Version 1.1.9
-------------------------------
CHANGES
- Increased sun shader brightness output.
- Adjusted sound fx to react to sun altitude instead of time (more accurate day/night audio switching).

BUG FIXES
- Fixed slow ambient update when first playing a scene.
- Fixed Sky color rendering issues in Unity 2018.2+.
- Fixed cloud color rendering / saturation issues in linear high-dynamic-range projects.
- Fixed issue with editor using wrong colored UI elements (dark/pro skin vs light skin).
(Note: there is a Unity bug that breaks UI colors in Unity 2018.1, it is fixed in 2018.2)





5
SUIMONO 2.0 - Interactive Water System / Re: renaming preset error
« on: July 16, 2018, 12:06:29 PM »
Are you 100% sure the first Level0 preset is deleted?  I can only recreate this error on my end if I fail to delete the first Level0 preset before renaming the second one.  The other option you have, instead of deleting the preset and renaming a new one to the old name, is to simply press the '+' button next to the preset which will overwrite that preset's settings with the current settings.

6
I've tested this here but can't seem to recreate this mask problem.  I wonder do you have other postprocess effects on your camera?  Perhaps if so they are causing some sort of conflict in conjunction with the Suimono postprocess effect?  It also may be specific to the character shader... if it is a transparent shader perhaps something like this might occur?

7
I started checking out Editor behavior in 2018 this morning and notice a number of issues.  I don't see this specific problem that you show in your screenshot, but there are a bunch of new issues with the more recent versions of Unity that need fixing.  I will get this addressed and updated ASAP.

8
The scene editor will not match the Game editor window during play.  This is due to various water rendering being calculated from the Game scene camera perspective, so when you switch back to the editor screen you're seeing the discrepancy between the viewport camera and what has been rendered for the water in the game screen.  Things like reflection, transparency etc are all rendered this way.  This is a limitation with how the current version of Suimono was designed.

9
That is strange indeed.  :o  What version of Unity is this showing up in?

10
The TAA in Tenkoku is using a different method which I felt was more suitable than the version in the Unity PostProcessFX.  You can try just turning onn temporal aliasing in Tenkoku and use the Unity TAA instead, if it handles the aliasing/noise adequately for you.  I'll take a look at the Tenkoku aliasing effect and see if I can find where the issue might be.

11
Hi smidigi,
Upside-down views are almost always traced back to image effects on your scene camera.  Tenkoku adds a few effects to your camera, automatically, depending on the settings you use.  To debug this screen flip please try the following...

1) play your scene as normal.
2) while playing, disable all non-tenkoku image effects.
3) disable the Tenkoku 'use temporal aliasing' function in 'Configuration'.
4) disable the 'Calculate light rays' function under 'Atmospherics'.
5) disable the 'Tenkoku Sky Fog component on your scene camera.

We're looking for the point at which the screen flips back to proper view.  Once I know where the bug is I may be able to code a fix for you.

If the above doesn't help and the screen is still upside down, I would also make sure that MSAA is turned off in your Unity Settings. Go to Edit-->ProjectSettings-->Quality and disable 'antialiasing', then restart Unity and try playing your scene again.

Let me know if this helps or if you still have trouble!

12
Hi lordauriel,

The underwater transition is a switch between "on" and "off", so there is not a gradual transition, or ability to do a splitscreen type of effect (though this is something I'm working on for 3.0).  What you may be able to do in order to reduce or eliminate the obvious problem shown in your screenshot is to adjust at what height the transition kicks in.  You can do this on the Suimono_Module object under 'general settings' by lwoering the 'underwater transition threshold' setting.  This can be lowered to negative numbers if necessary.  I recommend trying something between 0 and -0.15.

This isn't a perfect solution.  Another possibility is to write a control script for your scene camera that keeps it lockd to a certain height above the water until it hits a certain underwater position, and then switching the lock to be underwater.  This is a bit involved, but is a common way underwater transitions are handled in games to avoid showing artifacts like this.

As mentioned this is hopefully something that I can completely eliminate in 3.0 version.  In my prototypes I've redone the water so it renders in screenspace and in that case there is much more control over how the transitions can be accomplished.  I don't have a projected release date for 3.0 yet, but it is something I am working diligently on.

13
TENKOKU - Dynamic Sky / Re: Full Screen AntiAliasing
« on: June 10, 2018, 09:00:27 PM »
Temporal Aliasing / Full Screen aliasing has been disabled on Mac OS, as the effect has historically not been compatible with Mac Rendering.  I don't have a Mac here to test, but if you would like to try forcing the effect to see if it works for you you can try the following...

Open up the SCRIPTS/TenkokuModule.cs file.

Around line 2270 you should see the following code:
Code: [Select]
if (Application.platform == RuntimePlatform.OSXEditor){
useTemporalAliasing = false;
}

Either change the false to true, or comment out these 3 lines, and save.  Then make sure the check marks are set in the Tenkoku UI.

What has happened in the past is the screen renders as black.  If it still happens on your Mac then just change the code back to false and resave.

14
TENKOKU - Dynamic Sky / Re: Shader Error When Build for PS4
« on: June 07, 2018, 07:22:03 AM »
Yes I ended up doing similar changes to help fix this issue (at least I think it's fixed...).  In many cases I would be lerping between various variables, some would be float3, some would be float4, and PS4 apparently can't handle it. :D

Casting them explicitly as you've shown helped.  In some cases I put a direct cast in front of the variable to show what it was... for example...

float4 var1;
float3 var2;
float var3;
float3 result = lerp((float3)var1.xyz, (float3)var2.xyz, (float)var3);

15
SUIMONO 2.0 - Interactive Water System / Re: Integration?
« on: May 28, 2018, 06:26:00 PM »
I have not used the third person controller.  There must be some public method that determines when water is detected though, do you know how it's done normally?

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