Curved World (OLD) - Screen Space Curvature Shader

Curved World - Screen Space Curvature Shader


Purchase Curved World on the Asset Store

Curved World offers effect known as
• Horizon bending
• Exaggerated horizon curve
• Cylindrical rolloff
This effect is used in games such as Subway Surfers, Minion Rush, Animal Crossing.

Curved World is not Image Effect and does not require Unity Pro. It’s a simple, but powerful! per mesh material shader.

Screen Space Curvature means - objects rendering as being bended only in camera view, while their world space parameters: position, rotation, scale and local mesh data: vertex, normals, tangents, uvs are not changed or modified. Because of this Curved World does not disturb any of game elements like: physics, animation, AI, path finding and other mesh transformations.

Mesh bending quality depends on mesh vertex count along bend axis…

Package contains only mobile optimized shaders: Unlit, One Directional Light, Mobile Terrain (similar as T4M), Particle and Projector shaders.
Specular is calculated using lookup texture, without using heavy math.
Shaders have optional parameters (can be turned on/off):
• Image Based Lighting
• Fog (per vertex)
• Rim effect (per vertex)
• Fresnel reflection (per vertex)
• Using mesh vertex color
• Point lights calculation in the same single pass as Directional Light (per vertex)
Turned off parameters are also excluded from shader calculations.

Documentation and example scenes inside package.
Download ReadMe.pdf file

Try web demo

Current Version Limits:
No Forward Add pass (no point and spot lights per pixel), Deferred rendering, Lens Flare and Unity terrain support.

Curved World 2 for Unity 5 WIP: Curved World 2 [WIP] - Community Showcases - Unity Discussions

Update history

v1.25
• Fixed lightmap calculation for Unity 4.6

v1.24
• Global Controller contains function for calculating point’s bend position according to Global Controller parameters. Function can be used for finding bended colliders in scene and detection pickup/touch objects.

v 1.23
• Improved shaders (reduced instruction count)
• Fixed lightmaping problem with mobile terrain shaders.
• Particle fog improved

v1.22
• Fixed - Particle shaders did not display global switch button inside material editor.

v 1.21
• Scene Material Baker replaced with improved Scene Material Manager

v 1.2
• Added Scene Material Baker.
• Added UV Scroll shaders.
• Added FX/Flare shader.
• Improved shader baking (unlit shaders are 2x smaller).

v1.12
• Fixed realtime shadows for bumped and terrain shaders

v1.11
• Added editor API to work with Curved World shaders from custom user scripts. (Info in Readme file)

v1.1
• Added Image Effects support (restart Unity after importing package)
• Added mobile terrain shaders (T4M)
• Added bumped shaders
• All unlit shaders support IBL, Emission and Lightmapping
• Baked shaders are about 5x smaller
• Shaders can be baked on multi-material meshes
• Fixed mesh bending on iOS
• Several micro improvements and optimizations

v1.03
• Added custom shaders support
• Added shaders to blend two textures

v1.02
Fixed Mesh Bounds Corrector script. Did not update and stayed equal to 1

v1.01
Improved IBL and Point Lights rendering






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5 Likes

Wow! This looks stunning, looking forward to seeing this in an actual demo. The effect is brilliant, very well done!

this is super awesome!! Seems to be a much better solution to use your shader instead of building the world and all assets in a spherical way!
Could you provide more informations?

occulus rift compatible?

Instant Buy

@mimminito
Thanks, web demo will be available tomorrow

@GiantGrey
I will provide full info in several days

@kurylo3d
Yes it is Oculus Rift compatible

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amazing

Does the camera have to stay level with the ground in order to get that whole inception effect… or can u look up while its happening

@kurylo3d
Curved World bends meshes in screen space, after they have been placed/transformed in world space.
Bend effect depends on camera position and orientation.

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Do you happen to have any speculation on the pricing at this time?

Price will be about 20$

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2 Likes

Cool. Bookmarked. :wink:

when do you will be able to release it

In two weeks, may be earlier.

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@Arkhivrag
Looks interesting. Does this work with colliders as well ? Does Colliders deform when world deforms.
I have tried other methods but could not use them because of not having ability to deform the collider meshes.

Physics, path finding, animations, particles, light maps, shadows and other game features work without problem.

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I have updated web demo with additional physics scene.

Will this work on Mobile? if so, Does it have an aditional impact on performance?

@alonsoGarrote
Curved World will contain two groups of shaders (volumes): Mobile and SM3(HD).
Volume 1: Mobile will be released first. It is almost finished, just polishing them.
Volume 2: HD will be released later.

Shaders used in demo video and web player are from Mobile group.

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Submitted, pending review.

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1 Like