Graphic Power-Up [RELEASED]


Available in Asset Store ($35)
What’s included:

  • Advanced Surface Shaders (Like Offline-Renderer)
  • New Post-Processing (HDR, Adaptive exposure, Bloom, etc.)
  • Cubemap Controller (Real-time HDR-Reflections)
  • 3 Demo-Scenes

Advanced Surface Shaders

  • It’s family of shaders, very customized, flexible
  • Can looks like Mental Ray, V-Ray materials
  • Car Paint

New Post-Processing

  • Adaptive Exposure
  • HDR
  • Bloom
  • Image Controls
  • Filmic Tonemapper

Cubemap Controller

  • Real-time Reflections
  • Blurred Reflections
  • HDR (encoded to RGBM)

Demo-Scenes (in package)

Screenshots (from Demo-Scenes)

Version changes:
v1.01:

  • Fixed issue with Post-Processing. Dont crash after update/reimport assets in Editor
  • Added Adaptation Speed in Post-Processing.
  • Added Shadowed reflections in Cubemap Controller. More realistic look on glossy materials
  • Updated Demo (Studio scene)
  • Minor fixes

v1.1:

  • Support Unity 4
  • Added New Highlights-family Shaders (Only Specular/Highlights Reflects)
  • Minor fixes

http://u3d.as/content/svyatoslav-gampel/graphic-power-up/3uS

Hi,

your work on advanced surface shaders seem really interesting, congratulations!

Just a question: why is better use your HDR postprocess effect instead of unity3d built-in HDR?

Kenshin

Kenshin, Thanks you!

This post-processing is main features for HDR-image in one: bloom, basic image controls(custom gamma, additional exposure, brightness, contrast), adaptive exposure(Unity built-in only Reinhard) with filmic tone-mapping. And really easy tweak to get a nice looking image.
It’s additional component for complex solution.

Key features of this package - materials like in offline-renderers, real-time reflections with HDR and fast accurate blurring(without generate mip-maps).

Hi,
can we get some more examples and/or a webplayer demo? That would be great.

Olafson, Ok, I upload one:

What works with Unity Free?

Gearing Games
Advanced Surface Shaders. For reflections you need create cubemaps with textures tagged as Lightmaps (HDR-textures(*.exr) possible). It’s described in Readme in Demo-Scenes section (How to create HDR Skybox)

Thankyou for the information. Any chances of getting that car as a webplayer?

Gearing Games
Yes! I will upload demo with car in studio today

IMPRESSIVE… MOST IMPRESSIVE !!

I am da bawss, Thanks you!

Check out Studio-scene!

Purchased and looked amazing at first glance, however i’m getting really bad results when, surprisingly, upping the quality of the scene! Images show going from the default of good to “beautifull” default settings

ronan.thibaudau
Thanks for purchasing and feedback!
I tried make same and getting this if enabled MSAA, turn off it. MSAA not supported with HDR on DX9
Also you will get bad gradients if you uncheck HDR on camera.

Oki that worked, thanks!
I’m also getting some self-correcting errors as if there was delayed rendering, if i move close something will look wrong and then immediately self correct.
I will upload a video.

Watched the documentation better, while i do see some edgy areas they may be normal but the issue i had with poping was because by default the update was set to medium, setting it to very fast makes it look amazing thanks!

Looks stunning! And the perf feels good (keep in mind i have a lowly GT 540M)

ronan.thibaudau, thanks for positive comment!
Very fast reflections update can be big impact to performance in heavy scenes. It refresh all sides of cubemap per one frame/update. Medium should be enough usually.

Close-up capture of car paint:

In next update I will fix some and add shadowed(not real shadows) reflections(GIF-Animation):

This adds more realistic look on glossy materials.

That studio car demo looks very nice, good work :slight_smile: The paint looks excellent.
I’m working on a small car project right now, and I wanted camera rotation/limit just like that in your demo, however I’m an awful coder and I can’t find any proper examples anywhere. If it’s not too much to ask, would you mind sharing it?

Djiel, thanks!
For camera rotations I used this script:
http://wiki.unity3d.com/index.php/MouseOrbitImproved