
Jove Is Released!
Please head over to the Assets and Asset Store forum thread for updated information on Jove!
http://forum.unity3d.com/threads/208558-RELEASED-Jove-Next-Generation-Physically-Based-Shading-amp-Asset-Pipeline

Jove Is Released!
Please head over to the Assets and Asset Store forum thread for updated information on Jove!
http://forum.unity3d.com/threads/208558-RELEASED-Jove-Next-Generation-Physically-Based-Shading-amp-Asset-Pipeline
Being an artist myself this is a post/extension that is of interest to me
Do you have a webplayer or demo one can download?
This is amazing!
Nice…figured somebody would get a physically based material setup in Unity sooner or later. Sounds awesome!
Looking forward to seeing it release.
How well does this stuff work on mobile performance wise and look?
Very cool, looking forwards to further developments!
Not yet unfortunaly. I have some more work to do on the UI and after that I will look into creating an example scene that consists out of more than a shoddy robot ![]()
Thanks!
Hopefully I’m going to be done with it in a couple of weeks. I’m trying hard to not be overly time optimistic, I always underestimate the time it takes to program things ![]()
It is designed and meant for computers and next generation consoles such as the PS4 and Xbox one. That said there’s nothing saying it won’t work on high end phones as long as you limit the extent. However there are ways to optimize this further at the cost of flexibility and after release I will look into creating mobile version of the Jove shader.
Thanks! So am I ![]()
This is nice… would definitely make my work a hell of a lot easier :)…
Are you going to include the source code to the shaders and such?
Looking very cool. I deal heavily with the pipeline side of thing, so I am very interested in how this pans out.
Looking forward to updates.
I will release the full source code along with the plugin. I don’t know how other shader programmers do it, but my shaders will be vertex/fragment shaders as Surface Shaders drove me crazy ![]()
Here is a cannon I made to demonstrate Joves’ shader ![]()

I’m with you, can’t stand surf shaders! Looking forward to seeing the release.
Jove is nearing completion! all that is left is optimizing the shader, some UI work and manual writing ![]()
Picture demonstrating the use of Box Projected environment maps! Everything is baked at the push of a button and then setup and assigned by pushing another (see the concrete wall at the right of the image for how things look without the use of of the environmental mapping part of Jove).

EDIT: Uploaded the wrong cannon picture
you have an insta buy from me when this is out
edit:
btw any plans on implemented parallax corrected cube maps?
That’s basically another word for box projected cube maps
And they’re in. You define zones much like in that video, choose between no parallax correction (I opted for calling this box projected or sphere projected as to not confuse), spherical parallax correction and object oriented bounding box parallax correction and all necessary variables are calculated for you and assigned to all objects with a EnvMapUser_Static script. Naturally the more advanced method (box projection) is more demanding than spherical projection which in turn is more demanding than no projection at all. Depending on your needs no correction might work galantly (for example outdoor zone with only skylight) or you might need to finetune it, as was the case on the game Remember Me (the video you’re linking is made by Sebastien Lagarde who was a technical artist on Remeber Me. He was also one of the people who inspired me to start experimenting with this and it eventually evolved into what you see now :))
yup insta buy
Thanks for the quick response.
Development Update
Unfortunately most of what I wrote above is shelved for now. I’m not allowing myself to go any route that excludes unity free, at least not before the release. I’ve spent the last four days trying to get camera based reflections in, however without rendertextures it seems like it’s impossible. In its current state the system works fine with a 32 or 64 size cubemap, but if you go any larger it gets bad fast. Which is a shame as artifacts appear at lower resolutions (you can very clearly see when a pixel fades).
So for the first release I will instead do an object based approach. You define a global diffuse and specular cubemap and then wherever you have an area which needs its own map you define a zone at that position. Jove then creates separate maps for all these zones and assign them to the objects they contain. The issue with this approach is that in environments with radically shifting lighting (going from an orange to a blue room) this will result in popping when mobile objects move over zone boundaries. This also means that seams might exists along the edges of static objects in different zones, again depending on lighting contrasts.
A possible solution which would work in unity free is doing two cubemap samples on objects in two zones (by switching shader and then passing it blending weights) and allowing static objects to use this as well by clicking a checkbox. The downside is… well… more samples and therefore a more expensive shader. I think I am going to go with this system for the first release.
Do not worry however as I have in no way given up on the camera based cubemap blending style that Remember Me used. I just need a Unity Pro license before I can implement it :p.
SO, in conclusion. What I have decided is that I will include two different ways to do environment mapping. Firstly an object based way that I described above. It will work fine in scenes with uniform lighting (outdoors work, bright neon halls do not). This approach will require doing at least two samples for mobile objects when inside a zone (remember that zones are only used to define areas with varying lighting, for example inside a house in an outdoor scene).
I will also include the camera based approach I have tried desperately to include. It will work with low resolution cubemaps but great performance is not guaranteed (heavy on vector operations and Cubemap.Apply() kills performance). After release I want to extend this system by GPU accelerating it using rendertextures.
Still an insta buy for me. Hopefully you rack up enough to get a Unity Pro license to support the full feature set of Remember Me.
Hey, it’s finally out: Unity Asset Store - The Best Assets for Game Making ![]()
Will the price raise in the next weeks? Are there any videos available that show the power of this asset?
Ah darn so many awesome shader packages on Asset store lately, its hard to choose what to purchase and use.