[BEST ARTISTIC TOOL - UNITY AWARDS 2019] Aura 2 - Volumetric Lighting & Fog

also get this when import into a new project…

Shader warning in ‘Aura 2/Particles/Blend Add’: Output value ‘vert’ is not completely initialized at AuraParticlesBase.cginc(33) (on d3d11)

Compiling Vertex program with _USAGESTAGE_VERTEX _USAGETYPE_LIGHT
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

I did a normal player build and everything worked fine.
just having the issue when i build for SteamVR. I am testing on windows mixed reality platform.

ok, thanks for info

I can still use Aura 2…

Can you explain what are “injection volumes”?

Just bought the asset, and I’m really liking it!
Running into an issue though. When using the noise mask, I get this noise on my skybox as well.

Is there a way around it? I’m using the Azure[Sky] Dynamic Skybox asset by the way.

And related question to this. Is it possible to exclude the skybox from this effect entirely? So that, when choosing a color for the Aura effect, the skybox doesn’t change color.

Great work so far!

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What is the difference and/or advantages between

  1. Global Volume?

  2. Layer Volume?

  3. Shape Volume (box, sphere, cone)?

Thanks! Setting depth bias at 0 looks much better in VR.

Hope you’re feeling better soon! Fog is pretty much the last of my issues. Since my game has a huge map and you can be flying pretty high, I do need a way to hide the camera clipping. Unity fog has worked ok (it goes through the post processing stack, so maybe that’s why it interacts weirdly?).

Any suggestions? I could look for a 3rd party fog replacement I suppose.

I an planning on porting to the Nintendo Switch (some day… a year?) so hopefully you’ve gotten Aura2 working with that by then! :wink:

Anyone manage to get Aura 2 to work with Post process V2? If just updated to latest store Aura 2 but still if I put Post process on the camera it goes completely black.

Fog Update: Upgrading from the old post processing stack to post processing v2 has made a big improvement.

I did just that, actually.

This is with post processing v2 using a stylistic fog and a few effects:

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Hi,

Thank you for your awesome work! We used AURA 1 in our project and are now transitioning to AURA 2.
After importing the package, I have the following error in my console:

I’m using Unity 2018.3.8f1. I have completely removed AURA 1 before importing AURA 2.
Thank you again :slight_smile:

Hi Raphick, All,

I recently purchased Aura 2 to get it implemented in my game, like it so far but have a noticed a couple possible issues, I would appreciate feedback/recommendations on these please:

Light through particle systems, not sure if you are aware of this, does it support working with particle systems? See sample below.Before particle system:


During particle system:

The light still seems be showing on the ground/trees in this view. It could just be my scene setup. Not sure if this looks normal or expected, would appreciate your feedback.

Multi cameras in use issue, I waited patiently for Aura 2 as multi camera is supported. You will see with this video that when switching between horse/player (and car) the lighting is sometimes very different, even though all the Aura components are enabled the at some point the Aura effect is not seen anymore in the game. Why is that?
Video sample:

Ghosting issue. You will see in this video how I move around/zoom and there is a ghosting image, as if Aura is “catching up” to render the volumetric effect. Note, I did not see this when using Aura1. Any recommendations on this? Is this a performance issue, how can I improve?
Video sample:

Thanks in advance.

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Concerning building to Nintendo switch:

the platform does not support ‘RGBAFloat’ Texture format, and therefore works only where they are not used.
Otherwise it is running alright :slight_smile:

ps: I checked SystemInfo, and it claims it can support RGBAHalf

Hello, I am having an issue related to particles as well. I have a dark smoke particle system and when I use any of the Aura particle shaders it will turn it white. Then when I use the standard alpha blended I get the color correct but then the transparency gets messed up and you can see the edges of the texture map where it should be invisible.

Hi @raphick ,

Trying to make R.A.M compatible with Aura 2 so I’m following along with the manual:

  1. Include “Aura.cginc” located in the “/Aura 2/System/Code/Shaders/” folder.
#include "Assets/Aura 2/System/Code/Shaders/Aura.cginc"

However this does already result in an error:

Shader error in 'NatureManufacture Shaders/Water/Aura/Water River Tesseled Vertex Color Flow': Unexpected token '('. Expected one of: ',' ';' at Structs.cginc(27)

Is there an actual example available that can be used as a blueprint for shader adjustments that needs to be done for Aura 2 compatibility?

hi! it’s actually because it is a volumetric effect… it happens before the sky. removing aura from the skybox would really be a killer and cause big artifacts as the fog would only apply on objects but would be cut by sky.

Those a just different shapes but can inject the same data inside. Have a look at the doc for more information :wink:

This message is harmless and is about some changes made by Unity in 2018.x it only happens at import

Yes use the particle shaders that are provided with Aura 2 or modify yours to add Aura 2 system in it

Are the same bas/quality presets applied to all the cameras?

Disable occlusion culling in aura quality or reduce/disable reprojection or get more fps :stuck_out_tongue:

Great Info! Thanks :slight_smile:

Have you tried reducing Light Factor? Are the materials in the transparent queue?

The doc was update and I indeed intend to have a tutorial about it. RAM shaders are surface shaders so you’ll need to have a look at the provided example:

  • open “Assets\Aura 2\System\Code\Shaders\Shaders\SurfaceShaders\AuraStandardAlphaBlended.shader”
  • copy the pragmas at lines 35 36 37
  • add “finalcolor:Aura2_Fog” in the surface pragma line
  • and copy lines 43->66 and 75->88 in your shader
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Works like a charm, thanks!

Multi camera issue:
Yes, I have three cameras that use the same presets file! I still see the issue, have you tested with multi cameras? Like 3 of them?

Disable occlusion culling has helped, thanks.