[RELEASED] Candela SSRR V2 Advanced Screen Space PBS Reflections for Unity 5

Hello Unity Community
Released & Available Now on the Unity Asset Store
Launch Special at less then Half price until end of August!
All Previous Candela V1 Customers can upgrade to V2 at a significant discount!

Greetings from LIVENDA
It is with great pleasure & excitement to be announcing the all

NEW
Candela SSRR V2
Next Gen Advanced Screen Space RayTraced PBS Reflections Unity 5
2216133--147320--Candela_SSRR_V2.jpg

No Baking Required, No Pre-Computation, No Changes to Default or Custom Shaders, No Hassles and No Limits.
ALL Unity 5 Render Paths (Deferred, Forward, Legacy Deferred) and Platforms (DX9, DX11, OpenGL & OpenGL ES3) are supported

Candela SSRR V2 is the all new complete and simple to use AAA Quality highly optimized Physically accurate PBS based Advanced Screen Space Ray-traced Reflection Solution for Unity 5 Pro & Personal. It is implemented as a Unity Image Effect which can be attached to a camera in your scene. This technique works with any reflective surface and every point of the scene becomes potentially reflective which can be controlled via the use of applied materials. No default Unity shader modification is required, you do not have to touch your shaders, just drop Candela SSRR V2 on to your camera and you’re done! Candela SSRR V2 being a pure post effect solution means it has no dependency on scene complexity.

Candela SSRR V2 Highlights

  • V2 brings comprehensive Unity 5 compatibility together with significant performance / quality enhancements and a unified PBS workflow! Your ability to add advanced ray-traced reflections to your Unity Project is now at your fingertips.
  • Candela SSRR V2 is now Physically correct and PBS ready in all respects. Increasing quality and performance significantly while making it easier to integrate into your projects. The general workflow paradigm is now based on PBS principals regardless if you are using the New Unity 5 Standard shaders or the legacy shaders.

  • Complete support for Unity 5 Professional & Personal. Which means it works with All Render Paths and All Shaders. Supporting almost all platforms, OpenGL, OpenGL ES3 DirectX 9, DirectX 11. New Deferred Shading, Forward Rendering and Legacy Deferred Lighting.

  • Across the board minimum 2 - 6X Times Performance Increase! now possible & viable to use with new Mobile platforms supporting OpenGLES 3.0. Candela V2 provides the highest performance to Quality ratio comparable to any other solution on any engine…Period

  • 2 New Physically correct Convolutions to choose from - no more slow and incorrect Bilateral Blur! Very closely matching Unity 5 PBS / IBL and Reflection probe convolution for correct blending. Multiple performance options can now be easily selected suitable for your project withing the new Editor Inspector GUI. *This is a very important new feature if SSR needs to be blended with other reflections, as if it is not implemented correctly the SSR results will tend to ‘swim’ over the scene, exhibiting low frequency temporal issues.

  • SSR Shimmer Reduction & Highlight Compression! i.e. Physically Based shading (PBS) such as the one utilized by Unity 5 is susceptible to high frequency highlight shimmer primarily caused by very high specular values. Screen Space Reflections can intensify this as sub-pixel motion increases. Also as roughness becomes high (more blurry), these sub-pixel highlights will cause distracting low - mid frequency shimmer during convolution. Candela V2 reduces this significantly. Temporal shimmer induced by high-frequency normal-maps and other causes can be seen in all other SSR implementations to date. V2.1 (almost ready) after this V2 release combats this even further and entirely eliminates this at almost zero performance hit by utilizing pixel accurate velocity information to re-project luma smoothing.

  • PBS Metallic & Specular Color now effect SSR reflection Color! Occlusion Chanel can also be used when activated in the standard (or standard specular) shader.

  • New & much improved Physically Based Compose blend mode - Candela SSRR V2 uses a new cleaner ‘Masking’ Texture to compose SSR on top of the scene making it much more Physically plausible than just ’ additive blend ’ with the visible scene. Now, dark reflections or scene objects in shadow will reflect correctly. Specular highlights from shading can now be masked by reflected visibility (to a certain extend in screen-space).

  • Roughness values or textures correctly contribute to glossiness (roughness blur and grazing angle blur) i.e. Perfect mirror reflections are maintained at low roughness ( which means no blur on contact reflections) and progressively increase glossiness as roughness increases (while respecting graze angles as they work together)

  • Highly improved Ray Distance Traversal based reflection fall off. Fresnel fall off only is not adequate as far away (distant objects) reflections (such as the sky) etc. will not be covered unless a ray distance based fall off also modulates reflections.

  • Cleaner and leaner inspector UI which is much more intuitive with Performance & Quality target selections right at the top making it a breeze to use.

  • Much improved Sky Reflections - Candela V2 Can reflect Any Sky object such as the Default Unity 5 Sky system or any other third party sky/ cloud system. This is imperative if you wish to blend Unity 5 probe based reflections with SSR.

  • When Using MSAA in Forward render mode, reflections no longer need to be flipped


Candela SSRR V2 makes it very easy to add AAA Quality dynamic reflections which are tuned for accurate PBS paradigm for all your Unity projects, after all reflections are every where in the real world now you can also have them in your Unity Projects.


Highly customizable and Artist friendly- You have total control with Physically based composition, HDR support and many other reflection control parameters on per material basis.

Candela SSRR V2 can help you make a radical difference to your project and is a must have tool

Pricing for New & Previous customer (V1 license holders Upgrade Option)

  • CELEBRATING THE LAUNCH OF CANDELA V2 WITH COMPLETE UNITY 5 SUPPORT

  • V2 IS NOW ON SALE UNTIL END OF AUGUST*
    NORMALLY $125 NOW ONLY $60 ! GRAB IT NOW AT LESS THEN HALF PRICE

  • ALL PREVIOUS CANDELA SSRR V1 CUSTOMERS CAN

  • UPGRADE TO CANDELA SSRR V2 NOW FOR ONLY $30!*


Candela SSRR V2 is now available on the Unity Asset Store!, please sign-up to our mailing list to be informed of the latest news and updates.

Checkout some Awesome Videos showing Candela SSRR at work!

Download Candela SSRR V2 User Manual

For more information please visit LIVENDA

Also of important note: we are submitting V2.1 with more features and enhancements which did not make it into V2 either Today or Tomorrow (Unity seems to take forever to approve new updates)
V2.1 improves normal-map effectiveness with wide blurry reflections (i.e. as Roughness decreases the normal information is retained better in the progressively wider convolution) . Also, even faster & better quality convolution (totally eliminates slight ‘swimming’ of reflections during cam motion) together with improved reflections on contact, more Physically correct as reflections become glossy as the contact distance increases.

Happy Reflections, Livenda
www.livenda.com

1 Like

This looks amazing :hushed: Great work!

Awesome stuff!!!, any eta on Asset Store? Does it support forward render mode with msaa?

1 Like

Yes, Candela SSRR V2 works with all render paths, the new Deferred shading, Forward mode and the Legacy Deferred lighting. Also, all shaders are supported the new standard specular/metallic path and all other legacy shaders for all platforms.

Cheers,
Livenda

Released & Available Now on the Unity Asset Store
Launch Special at less then Half price until end of August!
All Previous Candela V1 Customers can upgrade to V2 at a significant discount!

Pricing for New & Previous customer (V1 license holders Upgrade Option)

  • CELEBRATING THE LAUNCH OF CANDELA V2 WITH COMPLETE UNITY 5 SUPPORT
    V2 IS NOW ON SALE UNTIL END OF AUGUST

  • NORMALLY $125 NOW ONLY $60 !* GRAB IT NOW AT LESS THEN HALF PRICE

  • ALL PREVIOUS CANDELA SSRR V1 CUSTOMERS CAN

  • UPGRADE TO CANDELA SSRR V2 NOW FOR ONLY $30!*

Cheers!
Livenda

Hi Livenda, does this work with Unity 5.1.1?

First, thanks for your purchase and upgrade! We have tested with 5.0.1 and the latest version (5.1.2f1) with no issues and working very well. Are you able to update your Unity to the latest version?

Also, we are submitting V2.1 today with even more new features and improvements that did not make it into V2.

Cheers!
Michael

why did you post the videos and pictures from the V1 here, i suppose it look differently now , so maybe new videos could be good. ^^

this said, it really look amazing w .

Thanks! We do have new videos in the works showing the new features and the workflow changes which are important as it is a significantly new product. The old videos are here to provide information on general SSR.

Cheers.

Also of important note: we are submitting V2.1 with more features and enhancements which did not make it into V2 either Today or Tomorrow (Unity seems to take forever to approve new updates)
V2.1 improves normal-map effectiveness with wide blurry reflections (i.e. as Roughness decreases the normal information is retained better in the progressively wider convolution) . Also, even faster & better quality convolution (totally eliminates slight ‘swimming’ of reflections during cam motion) together with improved reflections on contact, more Physically correct as reflections become glossy as the contact distance increases.

Any word on how well it works with native VR in 5.1.x? (I know SSRR isn’t a great idea with VR, I’m just interested)

1 Like

I would also like to know about VR support, especially is there stereo depth in the reflections?

SteamVR and OSVR should be fine, we are still testing the native Unity integration, please note these are new technologies in an early phase.

Livenda, your screenshots looks like using reflection probes and photoshoped a lot!
Even Unreal Engine doesn’t have reflections of such quality.
Please, release the real screenshots and real video of your product.

Any prospective customers can see the level of support / communication provided for the ver 1 of the asset in this thread.

http://forum.unity3d.com/threads/screen-space-reflections-for-unity.208316/page-17#post-2218819

I can only say that my personnel experience has been that the asset worked well in unity 4, but the statements that if you bought then the upgrade to a unity 5 compatible version would be included seemed to not have come to pass (upgrade is ~Eur30, I would have waited and paid once if I’d known). Communication of this and other changes has been non existent or apparently at odds with the facts e.g. multiple tweets that asset has been submitted, available in a week then silence.

I don’t know what’s actually gone on but if the creator had simply come out and said it’s turned out to be a lot more complex than I thought, it’s going to be a big delay and I’m not going to be able to do what I said and keep a roof over my head, they would have kept a lot more credibility.

Oh and SSR is on the Unity timeline to be a built in feature (Sep I think?)

2 Likes

Let me make it absolutely clear, NO reflection probes have been used in Any of the screenshots at all.

When you say ‘even unreal engine’ it’s like saying unity 5 is inferior. The SSR implementation in the current Unreal engine is not that great, they just have some amazing content to show it with (their TXAA also helps in this respect). Candela V2 has many features not available on the Unreal implementation. Also, Using reflections probes is advisable as SSR is a fallback solution as it only reflects what is seen. Think of Candela V2 as high frequency local reflections and probes mid-low frequency when designing you scenes.

Cheers,
Michael

I am looking a this and I keep thinking why is this reflection shader able to charge $125 dollars for it when there is an open source free version around that does exactly the same? (Not to mention Unity is going to include SSR in the future update too)

Kode80’s Screen Space Reflection

http://www.kode80.com/blog/2015/03/11/screen-space-reflections-in-unity-5/

What outstanding features do you offer? I check your old thread and also Asset Store reviews it seems you are not particularly responsive to users so customer service is not one of your selling point.

3 Likes

Please read the New Release highlights, there is a tone of difference in Performance /Quality and PBS workflow not to mention support for all render paths and legacy shaders, thanks again.

Cheers!
Michael


Also of important note: we are submitting V2.1 with more features and enhancements which did not make it into V2 either Today or Tomorrow (Unity seems to take forever to approve new updates)

V2.1 improves normal-map effectiveness with wide blurry reflections (i.e. as Roughness decreases the normal information is retained better in the progressively wider convolution) . Also, even faster & better qualityconvolution (totally eliminates slight ‘swimming’ of reflections during cam motion) together with improved reflections on contact, more Physically correct as reflections become glossy as the contact distance increases.

Livenda,
I have the old Candela, I don’t remember when I got it, but a couple weeks or so later I remember you posting something on Tweeter about a promo on October/November 2014 and if you got Candela by then users would be able to have a discount on “Unreal Reflections”.

And somewhere else I think it was the other forum post someone asked about the differences with Candela and Unreal Reflections, and you pointed out that candela is SSR and can’t reflect things outside the camera view, while this other polug in “Unreal Reflections” will reflect things outside the camera view…

That’s what I remember… but as I understand then… you’re developing this other plug in called “Unreal Reflections” (wich the name is kinda confusing with this other engine out there)… so can you help me make my choice on why shoul I upgrade Candela to V2 instead of waiting for this other plug in of yours to come out?.

Or I have to admit that I already had on my shoping cart this other asset added, because they promised to be "The only working SSR solution for Unity 5"

this asset cost like $40 and the upgrading would cost me $30 so… is not a big difference, so I will not base my decition on $10 bucks, but I want to actually know about your features.

2220155--147781--upload_2015-7-24_12-17-52.png

Please keep your statements consistent Michael, you seem to contradict yourself on the same day.Also Unity does tend to take time in the initial approval of the asset, however nowadays they seem to approve updates at an amazing rate, so please do not use that as an excuse and treat developers as naive.

Your lack of interest is evident in the fact that you could not even provide new demos to showcase the use of your asset on Unity’s new shader, and your answers to question is following the same trend as before… updates are submitted/coming.

Thank you @daville for pointing out the other solution, we have been using Candela and had our project stuck due to lack of updates so it may be better to move to other solutions where the developers put effort in getting timely updates to their consumers.

2 Likes

Candela is a good product. As long as it works and a new version of Unity doesn’t break it.

However, Livenda’s customer support is probably the worst I have EVER seen from any developer EVER. He will straight up lie to your face. He will leave you hanging for months. He will selectively answer/ignore questions in the forums. Not to mention SpectraGI, DX11 Ocean plugin, Unreal Reflections and the latest Candela V1.04 update fiasco. This guy has a long history of questionable behavior. Do your research and know what you are getting into.

9 Likes