[Released] Volumetric Galaxy Pack v1.8

Hi everyone!

The Volumetric Galaxy Pack package contains a set of galaxies rendered through volumetric algorithms in real time, or at high quality for offline purposes. Near or far, at a distance or up close, you will get a sense of the depth and substance of these mighty behemoths of the infinite void.

This asset is also available in the the winter Megasale!

Features:

  • Based on real galaxy imagery
  • It’s not just a 3D representation of a pretty texture, but instead built around scientifically based concepts of absorption, dust density and luminosity
  • Customizable colors
  • Customizable absorption, luminosity and density parameters
  • Build your own galaxy structure if you so wish
  • Can be rendered as objects, to separate render textures at lower resolution for performance or as a fullscreen render pass.
  • Now includes a star field generator with a high performance shader for hundreds of thousands - if not millions - of stars
  • Supports scaling
  • Currently contains 6 high resolution galaxy textures, but more will be continuously added
  • Supports for the camera to enter the volume
  • Don’t need real-time? Export your favorite shot as a static, high resolution environment map!

Version 1.4 is now available on the asset store!

1.3 release announcement video:

Asset store: Unity Asset Store - The Best Assets for Game Making

Read more about coming updates and ongoing development, or drop us a line to request updates by visiting our developer and support websites:

Developer website: http://www.displacementality.com
Support website: https://displacementality.freshdesk.com/

Hi everyone!

Time for a bit of an overdue update… We just had v1.6 of our Volumetric Galaxy Pack release in the Unity Asset store! (we had to skip 1.5 for administrative reasons)

The first of the two main focuses of the this release is star picking and the second focus was performance. The work that has gone into this has been one approach solving two problems at once. Turns out that both star field generation and star picking, both with high performance in mind of course, could be implemented using the same basic principles.

So here’s the news:

Dynamic star field generation
On a standard PC you’ll have it running without a noticeable performance degradation to about 100 trillion stars (American system, mind you). That’s 14 zeroes, and we think that should be enough for anyone! If it isn’t enough for your use case, let us know and we’ll see what we can do!

So what kind of performance can you expect with the rest of your game running alongside this? Well, the main limit here is your settings. With the right setting, you can run a very wide variety of use cases without a hitch.

If you need guidance with setting these values right, please refer to our support website or the documentation PDF included with the asset. Or just ask below!

Star picking
All stars are now segmented spatially into segments that can be quickly evaluated in a ray intersection test. This means performance in picking (although deferred to a separate thread in order to avoid hitches in smooth rendering), is quite high.

What’s more, each and every one of those stars generates a unique id that you can use in all manner of ways. For example, you can use it as a seed for star system generation, name generation or cataloging.


(from the asset Demo Scene)

Asset store: Unity Asset Store - The Best Assets for Game Making

Once again, read more about coming updates and ongoing development, or drop us a line to request updates by visiting our developer and support websites:

Publisher website: http://www.displacementality.com
Support website: https://displacementality.freshdesk.com/

Hi everyone!

Our latest version of the Volumetric Galaxy Pack, version 1.8, is now in the Unity Asset store!

This release is mainly a maintenance release as we’ve had a few reported issues. But we also managed to get some performance an configurability updates in there, so we’d recommend updating for that reason as well.

Here’s a quick rundown of what we’ve done:

  • Fixed threading deadlock

  • Fixed major memory leak on quick camera transitions

  • Improved performance in the lower end of star count (less than 1 billion)

  • Improved star region candidate lookup by introducing a pseudo-frustum instead of right angled collider volume

  • Fixed preset handler bug which would cause unhandled exceptions to be thrown in the demo scene

  • Improved star size/brightness control over distance

Asset store: Unity Asset Store - The Best Assets for Game Making

Once again, read more about coming updates and ongoing development, or drop us a line to request updates by visiting our developer and support websites:

Publisher website: http://www.displacementality.com
Support website: https://displacementality.freshdesk.com/