NOTE: This video is captured using V1.0. The newly improved V1.1 runs 60 FPS on the same device with much greater shadow & AA quality!
UPDATE 2023: V.1.0 is now live in the Asset-store! Follow the link below and thank you for your support!
- [ Ссылка ]
You can play the WebGL demo (PC targeted) here:
- [ Ссылка ]
Important note: This video is captured with V1.0, but V1.1 is ready to go soon. With many visual and performance improvements. You can find the comparisons here:
- [ Ссылка ]
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In this video MF.SSGI runs on a Samsung Galaxy A52s with SSGI turned on, including raymarched soft-shadows.
MF.SSGI is a Screen Space Global Illumination solution that boosts productivity and visual fidelity. Not only does it look great, but by replacing baked GI and light probes with realtime SSGI, you can save valuable production time.
It's also a perfect solution for Unity projects with dynamic environments where light-baking simply isn’t possible. For example Destructible terrain and props, City Builders where users create the world, dynamic room decoration solutions, architectural experiences, etc.
Just add the render-feature, tweak a few knobs, pick the right quality-preset (mobile included) for your target platform and you are good to go.
It supports Deferred and Forward rendering. Various projects have been tested in WebGL, DX11/DX12, Android OpenGL ES 3.0.
MF.SSGI has the following features:
- Raymarching: Contact & casted shadows, originating from each pixel in the screen, not just selective light sources. This produces super soft and realistic occlusion.
Quality presets: Ranging from Photo-mode (singular stills) all the way to Mobile optimized. Just drag-and-drop a scriptable object and you are done.
- Post-process volume overrides: A ton of options to tinker with, tested and iterated upon by my colleagues at Little Chicken as it is used in actual game productions.
Thickness map rendering: As its a screen-space effect, there is no way of telling the difference between a pillar and a wall in terms of depth-thickness. Thanks to the Thickness-pass light can travel ‘behind’ props in the foreground.
- SSGI-Object components: This allows you to change settings such as:
- Toggles: Omni directional source & Cast shadows
- Sliders: Light receive, Light emit & Shadow receive
- Alpha-clipping: Allows for alpha-clipped objects to be rendered correctly
- Debug window: Allows you to view, debug and optimize individual passes such as Shadows, SSGI, thickness, etc.
For more information, follow my progress over at the Unity forum here:
[ Ссылка ]
Check out Little Chickens vehicle combat game BlitzGT here:
www.blitzgt.com
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