CORE-Framework with 100+ mobile ready shaders [RELEASED]

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Ver 1.3 is OUT ( NEW LOWER PRICE UNTIL v2.0 IS OUT )

The echoLogin CORE Framework was created by Scott Host, a professional game developer with over
20 years experience creating hit titles like Raptor Call of Shadows(1994), Demonstar (1999, ZDNet
shareware game of the year), and more recently Banana Bugs (PopCap, 2010). Designed from the ground
up to jump start your projects, while keeping them fast and lean for Mobile and Desktop.

Most competing shader packages use slower surface shaders. Ours are all hand optimized Vertex/Fragment shaders, which are tested and optimized extensively on many Mac’s, PC’s, Android and iOS Devices.

what do you get?

  • 100+ super fast CG Vertex/Fragment shaders.
  • Customizable 6 light shader system.
  • Spotlight option that works with bumpmapping,
  • shadows and Beast lightmapping.
  • Shadow Tinting option.
  • GameObject outline and overlay system.
  • Pooling of GameObjects.
  • EchoFXEvent class with pre made effects.
  • Per-GameObject shader properties.
  • 14 Sample projects in C# and JS,
  • Everything works on mobile platforms !
  • A year of work you can add in a few minutes.
  • and more!

CORE-Framework has 6 groups of shaders

Additive
Background
Gui
Emmisive
Light
Projector
Transparent
Unlit

Some of the included shaders

Ramp/Toon
Bump-Mapped
SpotLight/Flashlight option for all lit shaders
Sun/Star
Shield with up to 4 simultaneous hits
Dissolve
Dissolve with burn
Planet rimlit ( with atmosphere )
Water
Flag
Ripple
Reflective

Why use it?

• Perfect starting point for a new project or add to an existing project
• Do complex shader or object effects with one function call
• A collection of fast shaders that are perfect for mobile
• Priced for Indies, but enhances all projects from unity free to unity pro
• More consistent frame rates among all mobile devices
• Get your project done faster
• 1 year of work and over 20 years of experience for one low price

Requirements

• Open GL ES 2.0 on mobile.
• Forward rendering path for lit shaders.
• Unity 3.5.0 - 4.2

Space Demo - webplayer

6 Light Demo ( shows spotlight option )

Ramp/Toon Demo

Highlighting Outline/Overlay Demo - webplayer

Check out screenshots on asset store for more info on what framework is:
Asset Store Link

================================================== ============
IF UPGRADING FROM PREVIOUS VERSION READ THIS 1ST, There have been lots of changes !!
================================================== ============
Core Framework 1.2 Readme

Tutorial videos coming soon !

Screen Shot of NEW Lighting options for LIT Shaders.

EchoGameObject

Some tips for speed and usage:

  1. If an object only needs Beast light-mapping use the unlit shaders. ( unlit, transparent and SelfIllum all work with Beast )
  2. If you need Beast light-mapping + any real-time lights then use lit shaders with Beast Light-mapping added.
  3. If you just need light-probes to affect objects only check “Use Light Probes.”
    ( can also check light-probes with any combination of the realtime lights )
  4. If your using only my shaders, and not using real-time shadows, uncheck the Use Unity Lights option.
    ( This could save some cpu, by not letting unity process lights its way )
  5. In Quality settings set pixel lights to 0
  6. You only need to add the _EchoCoreManager if you are using…
    -----a) Light shaders
    -----b) EchoFXEvent class
    -----c) EchoGameObject class
  7. Checking “Double Light in Frag” option will make shaders match non core shaders light intensity.
    ( but will add one multiply per pixel, so turning it off can be faster )

NOTE: You do not need to add the EchoGameObject class to anything to use shaders, this is only
for the added effects and functionality.

  • The Main Directional and Main Point are meant to always be on. and should be marked as important or auto
  • To use the 4 extra lights check as many lights as you want as “Unimportant” then my system will take the
    4 closest to camera. ( Might want to adjust the look ahead options so it picks more lights in front of camera )
  • If your pooling or instantiating lights, add the EchoLight.cs script to the base prefab.

Only check options you need, each added light will add some overhead, but it is possible to use all lights
at once on mobile devices.

Video #1 Lighting system

Video #2 - How to use the Outline and Overlay system.

Video #3 - How to do PerObject shader effects using EchoGameObject and EchoFXEvent classes.

Video #4 - Object Pooling

We use the power of this framework in The Other Brothers and plan to use it in future projects. I cannot recommend this hard enough - if your mobile game is slow in any way, you need this NOW. Also, I am using it in our desktop stuff as well because they’re cross platform shaders and the extra speed allows us to have much higher detailed worlds than we would normally.

Props to Echologin for an awesome framework, truely fast stuff. I guess price will go up soon since it works out less than a dollar per shader.

2 Likes

Can you PM me a list of what works on Basic and what doesn’t , it really looks amazing !

It works fully on free unity through pro!

Are u able to provide example of performance increase? Maybe an apk to compare?

Hi, my game has lots of trees in it and I use “Unlit/Transparent Cutout” or “Mobile/Particles/Vertexlit Blended” for the leafs.
So, is there anything in this framework that I can use to optimize the game performance without loosing any quality? Thanks.

  • 1 for trees performance increase

Do any of these shaders support lightmaps?

Do you mean make 2 apk’s one with unity shaders and one with mine ?

Here is a cutout shader for free ( unlit ) so you can compare, I also just made a lit one for next update of framework.

Shaders that work with Unity’s light-mapping will be in next update.

Obsolete - shader removed

Thanks, I will try it now.

Edit:

I have tried and here are the results:

1-Unlit/Transparent : 34 fps (but does not show some of the leafs)
2-Echo: 29.8 fps
3-Mobile/Particles/Alpha Blended : 24.5 fps
4-Mobile/Particles/Vertexlit Blended : 23.3 fps

The results are from an iPod Touch 4th gen. The scene has 1 directional light.

Test scene:

Yes, or someway for us to see the performance difference.

I will make a simple comparison demo.

EDIT:

Made a comparison demo, but all my devices are at my office ( along with my android/ios licenced unity’s ) and I can not go there for a day or two ( in process of moving and unpacking )

Its a bit of a hard test there are not many shaders that are exactly the same between Uniity’s and mine.

Can you elaborate on what that means exactly for the current version?

+1

I have a scene that’s lightmapped, would it now work? If not, is there an ETA on the update? :slight_smile:

Edit: I saw the demo bought it. SOLD!

There are no beast lightmapped shaders in current verison. I am working on them right now, and open to suggestions of what kind people need.

NOTE: There is a lightmap shader in framework now, where you use alpha channel for lightmap, but that does not work with beast.

This package seems very interesting to me. It looks like the shaders alone will increase the performance of our upcoming ios game. When you mention Per Object Shader Properties, what is the actual benefit I will see?

For mobile, the shaders are way faster then unity’s default, they do way less in frag part of shader.

Per Object Shader properties will let any number of objects have different shader properties using same material.

For Example:

Most “Dissolve” shaders force you to have a new dissolve material on each object that will have this effect.
( or they would all dissolve at same time )

Using my framework you can set the dissolve amount for that object w/o having to make a new material.

Thumbs up for your very cool space demo! Actually brought back memories of the golden Amiga days :wink: Excellent stuff here and recommended!

Thomas P.

yeah them Amiga and c64 days where nothing short of magic!

1 Like