well it’s up to Unity guys now … Sonic already submitted it the day before yesterday all we can do is wait
I keep refreshing this page and playing with the web demo. Come on UT and approve it already!
wow! amazing stuff sonic! really amazing! i have never seen AO that good before. its also really stable for AO. so often ao has temporal problems(flickering, edge artifacts, etc…). this has the least artifacting i have seen in any ao effect. and the color bleed is gorgeous! i really can’t wait to use a better scene with it. sponza is a good demo scene but is really meh in a lot of ways.
I think people are forgetting (on this thread and the original one) one of the most important aspects of an SSAO asset - The ability to specify range.
You don’t need to be rendering super-fine details like this past like 50m and in many cases, even trying this will create hideous artifacts.
The closest mention I found was one of the above people mentioning it breaks on “extremely far clip planes”, which is true and again would be defeated by a range variable. Our current view distance is 6km so as much as i’d like to replace our current SSAO solution (We use a ranged Ambient Obscurance effect) with SEs it wouldn’t be possible without the ability to specify range.
while it might be a neat feature i don’t agree with the sentiment that its one of the most important aspects. only a small portion of unity games have a large enough view distance to warrant it. also if your view distance is 6km and your using 1 camera… you will have problems anyway since your depth buffer is stretched over 6000 units. it doesn’t have that much definition. distance will only hide long range artifacts. not close range ones caused by lack of depth information.
That’s understandable. It isn’t required for you to agree to something for it to be true.
Regardless of how short or far a game’s view range is, the core issue is that unless you are ceasing the effect at a specified distance, you are applying it indifferently to absolutely everything in your scene. This is OK for things such as bloom. It’s not ok for things like SSAO. If you disagree, I invite you to enable unity’s included SSAO and witness what happens with a view range of merely 200m.
Just to be sure you guys are aware, there is a “draw distance” parameter in SESSAO, as well as a parameter that controls how suddenly or smoothly AO fades out.
i didn’t say it wasn’t an issue. just not one that applies to everyone. if someone puts forward an alternate opinion it doesn’t mean they are trying to tell you your wrong. chill. also unity’s builtin AO has flickering issues all the time.
Perfect!
SENBDL was such an improvement that my game, Divergence, ended up converting completely from gamma to linear to use it and have been very pleased with the results. The only complaint I had was that it put a slight grey haze over everything, so I just corrected it by crushing the blacks downstream.
If SESSAO is engineered with the same attention to detail, I can’t wait to get my hands on it and replace our existing ranged obscurance effect with it.
I had no idea it took the Unity Asset Store so long to process published assets for approval.
I know, right? but yeah - it’s still in approval (for whatever reason) unfortunately
yeah sadly they say like 7 days they mean about 14.
Sometimes it’s shorter, sometimes it’s longer. I notice there haven’t been a lot of new items added to the store the last few days, so maybe some of the staff are on vacation right now or something.
I see it is in the store now.
yup … it’s up now … FINALLY so, everyone … go, go, go
Now for the bloom update and GI, my unity project will look gorgeous thanks to @sonicether
YAY!
Bout damn time!
better late than never it’s been “processing” in there since the 4th
Sweet! Just bought it! Thanks SonicEther!