UBER - Standard Shader Ultra


UBER is finalist for Unity2015 awards in new AssetStore cathegory.
If you think UBER deserve your vote, please vote for it :slight_smile:


Built on the top of Unity Standard Shader - UBER takes its principles - “standard lighting and core features”, but this is only the beginning.

You might sometimes think - what if Standard Shader could render:

  1. Diffuse Scattering (aka Peach Fuzz)
  2. Advanced Parallax techniques (with Z-Write to intersect objects and solve shadows !)
  3. Tessellation variants
  4. Refraction with chromatic aberration
  5. Some decent translucency model
  6. Dynamic water (flowing down the world slope) & rain
  7. Dynamic snow (covering top surfaces)
  8. Glitter (to bring configurable sparkles on the snow for example, not limited to)
  9. Triplanar, preferably good looking and cheap one :slight_smile:
  10. Vertex color control (2 layers mode, water, snow, other params)
  11. Some better control over emisiveness
  12. Still has well sorted out and clean interface with presets functionality

New in UBER 1.02:

  1. Dissolve (cutoff) with edge emission
  2. “Magma mode” for emissive water
  3. Global weather controller

New in UBER 1.03:

  1. 2 sided variants
  2. improved translucency/transmission - NdotL factor introduced
  3. reduced wobbling in tessellation displacement
  4. tessellation displacement amount can be controlled via vertex color channel
  5. docs with info on how to enable GGX specularity model (w/o 3rd party addons like Alloy)
  6. fixed issue with DX9 with dynamic snow
  7. fixed issue with additive lights (forward) and water

Yes, you probably though about it already. So - UBER is what you’ve been ever dreaming about ;). Above features are varinats w/o “holes”. So, for example - tessellation, 2 layers, triplanar selective with refraction, snow, water flowing on rainy day + some translucency - yes, you’re welcome… Just select right shader subtype (tessellation, triplanar, 2 layers, refraction) and enable features (snow, water, translucency, glitter).

Asset Store link to the product:

But one web player is worth thousand words:

http://www.stobierski.pl/unity/UBER.html

Current standalone builds available
PC x64:
http://www.stobierski.pl/unity/UBER_showcase.zip

PC x32:
http://www.stobierski.pl/unity/UBER_showcase_32.zip

Mac:
http://www.stobierski.pl/unity/UBER_showcase.app.zip

Linux:
http://www.stobierski.pl/unity/UBER_showcase_Linux.zip

Initial v1.0 price is as low as $50. Maybe not that cheap, but results are not cheap either and the price seems to be very reasonable comparing to other massive shader packages on the AssetStore ;). I might adjust it later, will see. Anyway - for users of my current packages (RSP, RTP, VG) I’ll probably introduce some upgrade path if possible (at last for RSP users which I promised to).

I’m going to showcase it on Unite Europe this week - so if you’re participant - take a look at our booth 15A June 24th in Amsterdam !

Shaders (with only a basic set of features used like POM, water) have been crash-tested with this package:

And results are more than cool (look at the thread header image).

A bunch of shots from my showcase:


















Snakpeak at upcoming UBER 1.02 - dynamic weather controller (very simple to use - just steer fall intensity, temperature, wind for dry effects with 3 sliders + 1 slider for timescale control).

Here is temperature set to -20C and snow falling which causes automatic surface coverage:


(when temperature increases snow melts then remaining water evaprates)

ATB, Tom

20 Likes

Looks amazing!

Looks fantastic!!

I am a shader noob. I have just started using Alloy which has really enhanced my scenes.

I want to grab Uber at the intro price if it can give me more tricks to learn and play with in my toolbox :slight_smile:

I am not sure if this is a fair question. But do you know if Uber can be used to compliment Alloy to do things Alloy can’t do. Or is Uber an alternate to Alloy?

Alloy relies on its own lighting pipeline (GGX), while UBER is built on the top of Standard Shader. Then - there will be features that are unavailable in UBER while they are available in Alloy. And vice versa. You might need to go thru features list and compare. I think it is possible to mix shaders together. At least in forward lighting path (in deferred Alloy might redefine lighting shader it’s own way while RTP makes the same).

I’d say - UBER is alternative to Alloy depending on what you’re like to do. And it would be better to ask users when they will get familiar with my product because I’m not the right person to compare publicly the two. Obviously I’m biased competitor to Alloy :).

Tom

1 Like

Nice one. :sunglasses:
Dynamic snow is good. But what about dynamic ‘sand’ for desert scene/project?

Hello,

Very interested in this. However,r the demo eventually had a “fatal error” that shut it down. Most of the effects, everything besides the refraction, actually, didn’t do anything. Some were empty scenes it looks like.

Are there any known issues at this point?

Looks amazing. Again, you’re nailing something real deep and hard! Congrats. Might pick it up even if I have no use for it right now… I guess I could find a use for it though. …
congrats, hope it’ll be accepted soon. Review team can take a long time sometimes.

i know standard shader run well on mobile if we limit the number of textures but will this works on mobile or its better to only use standard shader?

2 Likes

wow this looks amazing! :slight_smile:

These look great Tom! and they should work with my PBR Substance packs out of the box :slight_smile:

Nice tom.

I really like all the beautiful PBS art that has been produced lately, but in some respects I wonder if it is getting a little too “architectural digest” and maybe no longer so game-friendly.

Not so long ago, you had diffuse shaders and then a few FX shaders based on diffuse. Now …?

For example, if I wanted to highlight that figurine in the first picture as an object the player should interact with, normally I’d put a pulsing outline on it. Are outlines still a thing in this new PBS world? What about other effects, like disintegration or a fade slider, and so on? Or is there some other way of getting these common sorts of game goals accomplished?

Sorry if I’m being stupid about it. Just an honest question from a person who doesn’t know. :slight_smile:

1 Like

BTW, I’ve tried the webplayer and the download, and I don’t see any adjustable translucency in the examples on either version. I move the slider and I see no difference. The still picture of the figurine above is much better than what I see in the webplayer or exe.

Hi
That looks nice. But
Webplayer examples showed not all pieces and ended with a fatal error.
Some pieces doesn’t show: Abstract Compound, Space Station, Torus - corrected silhouette, and after that fatal error…
And as far as i can see, car paint shader needs more love;)
As an owner of RTP, i´m interested in this shaders and the discount.

As far as webplayer problems, i´m on OSX

Cheers
Michael

Edit:
I opened web player again, and on OSX the examples didn’t work at all, i think. Hebe, Candle and Amber for example has no translucency, Pom Cube is just flat. So this doesn´t work on OSX at all. The pictures above are nice, but OSX realtiy is miles away.

1 Like

Change the color of “snow” with its dissolve, normalmaps and you’ve got the sand covering your objects on the desert :).

SM3.0 (16 textures, 9 interpolators) is required / SM5.0 preferable if you’d like classical tessellation and better performance.

If you’re on openGL machine it can eventually happen. I could not test it fully on this because my Unity5.1.1 just crashes on forced open gl mode in Windows. So - opengl users should probably wait longer for stable GLcore (up to 4.3) functionality on Macs (I assume from Unity blogs that tessellation will also start working on Mac in some predictible future).

Car paint example is not “car paint shader”, it’s UBER core shader with features that can mimic it (just a little). UBER is multipurpose shader system (if this will go into more specialised pieces - I’ll see).

On translucency you need to point the camera against the light (you can find it on the skybox). And the object should be placed between the light source and eye. Then translucency reveals. I’ve noticed point lights get turned off translucency on webplayer I probably made some stupid bug when publishuing it last night. Will try to fix it quickly so candle flame will produce translucency no matter where the camera is pointing from (because point light is placed inside the candle). The same for ice cube.

If you ask for “does UBER cover any shading scenario” ? The answer is - no. There is no such shader available in the universe. Could Unity Standard Shader make dissolve or outline ? No. It can’t because it’s general purpose shader. Like UBER. The difference is that UBER has a lot more features added. And additional ones might be also considered later. This is initial release. If people will really need dissolve or outline shader with PBR we’ll see.
At this point it’s pumped with features enough I believe :).

Tom

Looks good indeed !

And in Layman Words → does it works on mobile too ? Yes ? No ?
(sorry I don’t quite understand those technical terms.)

Thanks

wow :hushed: Looks fantastic Tom :slight_smile:

I particularly like the ice block thingy and the candel visuals.
I also like the POM ones, but at certain angles it behaves really weird.

Didn’t have any problem with the demo, it gave an error the first time it loaded, but then it worked on second try.

In human language it’s: no gles, very limited on gles2, might work on gles3, but I generally need to make it working on openGL first :).

Tom

This looks very interesting. If you’re planning to add in the possibility to colorise the albedo map (with detail maps defining where to colorise) like in this shader I’m completely sold.

EDIT: Translucency is DX11-only, right?

That’s what i expected. Thank you for confirmation… :sunglasses: