Hi! Its back online, I just uploaded a little change.
Quick note: If you’ve played it before, please clear your browser cache before launching it.
Nice it kind of looks like it’s creating SSAO and shadows now
Or maybe thats just cause the scene is dark?
Thats pretty crazy XD
Now here’s a question, one issue i had with the other asset is it didn’t look right on my character which was one of the main reasons I considered SSGI. You should add a demo for that.
The impact on environments seems easier to pull off than on characters somewhat.
No you’re absolutely right, foreach pixel shadows are ray-marched to each light-source. And since every other pixel is potential light source, its super soft and accurate AO.
I love the character idea, I will find some nice assets and add some animating characters to it!
Nice work!!I like that it will also come to build in !
Hm, I do think i would expect darker shading inbetween the barrels here.
But maybe that depends on settings?
Yes for sure its based on the settings. I picked a setting that works well for all showcases in the scene. From Toony interrior to gritty Viking Village. I can easily boost the shadows and occlusion, but its also personal taste ofcourse. I don’t like it when shadows are fully black, but that’s up to the user eventually.
In addition, good old AO can be added for additional shadowing if you prefer. The combination is quite nice because it allows for faster raymarched shadows, saving a ton of performance.
Thanks!! I will focus on URP for now, but when that’s a success I will definitely go for Built-in.
Hi all!
By request: I build the Viking Village demo for WebGL. This demo already had some great baked GI, but in order to showcase SSGI properly, I removed the baked GI.
Why? because that’s exactly the idea: Dynamic scenes, nothing baked, all realtime!
Controls
C = Toggle Animated/Third-person camera
Enter = Toggle SSGI ON/OFF
WASD = Movement
Space = Jump
Double-space & Hold == Fly
Ctrl = Decend
Notes:
There are still a few visual artifacts, I’m working to reduce these at acceptable performance levels.
Will there be options in how the lighting is applied to the result?
Having more options will allow th effect to work for more art styles.
Like what kind of options? such as overlay/multiply/additive?
Yes there are, a ton of tweaks including gi and shadow color, falloff, intensity, a lot of raymarch shadow options, occlusion options, light emission and receive options, etc. In fact at the moment there are too many options so I’m splitting them up into Basic and Advanced settings
Cool, cause someone suggested the effect would be nicer if it was multiplied, or as they said it “SSGI result by multiplying it with albedo color like lighting usually does”.
Which my guess is they mean light is processed greater than 1 and shadow is less than 1.
Hi!
Yes this is due to a limitation of Forward rendering. This is a non issue when selecting Deferred renderer as you can see here in these images below. Unfortunately WebGL doesn’t support Deferred rendering, so I have to ‘guestimate’ a albedo pass without shadows/fog/shading in order to achieve the same result. Especially in dark area’s there isn’t enough color information to rework proper compositing, an issue Deferred doens’t have.
Check out my new screenshots!
Ooooh interesting, good to know.
Perhaps if it integrated at a shaderlevel? I think thats how Unity tried to solve this issue.
Then the shader determines how to resolve the effect.
Since when? I thought it did last time I used it.
Edit: I just realised this is URP.
Hi guys and gals! Over at Little Chicken Game Company we are working on an new IP, here is a little sneak-peek what MF.SSGI can do for you!
Hi all, I have updated the SSGI WebGL demo’s. A lot of improvements have been made. Just to list a few:
-
Found a way to ‘reconstruct’ the Albedo pass in Forward rendering, so the visual difference between Forward and Deferred has diminished. In the past Deferred just looked way better, Forward is now very similar.
-
Rebuild the Denoise pass: much more stable (less flickering), faster and improved contrast/light definition.
-
Improved performance by nearly 50% for the same (or even better) visual quality.
-
A lot more control over shadows and other light settings, resulting in I.e. much softer occlusion in the Viking Village scene when looking at Vegetation.
SSGI Showcase scene:
You can play it HERE!
Controls
- Enter = Enable/Disable SSGI
- WASD = movement
- QE = Up/Down
- Right-mouse drag = camera rotate
- Shift = speedup
- Space = Toggle Orthographic cam
Viking Village demo:
You can play the demo HERE!
Controls
- C = Toggle Animated/Third-person camera
- Enter = Toggle SSGI ON/OFF
- WASD = Movement
- Space = Jump
- Double-space & Hold == Fly
- Ctrl = Decend
NOTE: Please make sure your webbrowser is running on a dedicated NVidia or AMD gpu, not Intel integrated.
I’ll post some comparison screenshots soon!
Would this possibly run on Nintendo Switch?
Yes, I think so… but at much lower quality settings for sure. I’ll be taking a Switch devkit home next week, so I can test it.
If it works, I will add Mobile/Switch presets