
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
6 Light Demo ( shows spotlight option )
Highlighting Outline/Overlay Demo - webplayer
Check out screenshots on asset store for more info on what framework is:
Asset Store Link
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IF UPGRADING FROM PREVIOUS VERSION READ THIS 1ST, There have been lots of changes !!
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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:
- If an object only needs Beast light-mapping use the unlit shaders. ( unlit, transparent and SelfIllum all work with Beast )
- If you need Beast light-mapping + any real-time lights then use lit shaders with Beast Light-mapping added.
- 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 ) - 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 ) - In Quality settings set pixel lights to 0
- You only need to add the _EchoCoreManager if you are using…
-----a) Light shaders
-----b) EchoFXEvent class
-----c) EchoGameObject class - 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


