Unity 5's Doll demo, updated!

Hi everybody!

We are very happy to release an updated version of the Doll demo. There have been a number of changes and we are supporting quite a few more platforms than in the previous pass.

Note: It works on Unity 5b15 and up. So a 5.x license is required.

Changes include:

Material values should be within proper PBS ranges.
A UI has been added so you can changed environments easily.
Smaller overall project footprint
A directory with reference screenshots.

Supported platforms, and known issues:

Web player: Environment toggling doesn’t work (UI bug https://fogbugz.unity3d.com/default.asp?649640)
Mac, PC: Known to work.
PS3, PS4, PSVita: Known to work (quality settings adjusted on the fly)
XBox: Works on PS4 and Xbox360.
Android: Known to work on high end devices. Visual output may differ from Mac/PC
iOS: iPad3 and up, iPhone 4 and up supported. (quality settings adjusted on the fly)

You can get the demo at: https://oc.unity3d.com/public.php?service=files&t=ad9e5a23b9d3869826d2b554dd87c0d0

Enjoy and do let us know of any issues you may come across with.
Best regards!

5 Likes

How does the “visual output differ from Mac/PC” on Android? Is this only on android, or iOS as well?

I’ve been curious about the mobile fallbacks for the standard shader, but it doesn’t seem to be documented anywhere. Could someone at unity please explain what happens with the standard shader when you target mobile? What’s different?

What if you are using a device like NVIDIA Shield tablet, or, future high-end mobile devices, and you want to use the full standard shader on mobile. Is that possible?

2 Likes

Boring. Better would be some working real-time GI example. With reflection probes.

Your constructive criticism is really appreciated.

2 Likes

Hmm, am I hearing a sarcasm in this? XD. Cause ya know, sarcasm is hard to detect through forums :wink:

Thanks for sharing! Very useful.

anyone have input on the questions I posed above? I would love to hear how the standard shader falls back on mobile. Obviously mobile doesn’t have linear color space yet. but, other than that - how does it differ from desktop?

bump, really need some info here. Someone from unity should be able to answer this. I don’t have android pro so I am unable to do a proper test.

I need to know how does the standard shader work on mobile? Does it have a more simplified lighting model, or what? How close will the standard shader look on mobile once you guys implement linear color space?

I have been holding off on an android pro license for quite a while… would love if someone could weigh in on this mobile stuff. (I can’t even get anyone on the forums or unity answers to verify whether HDR actually works on android pro, and it’s no longer listed on the license comparison page)

I guess for reference, this is what the Doll demo looks like on an NVIDIA SHIELD tablet - built with android basic (no HDR or image effects), textures changed from 4096 to 2048:

It looks okay, obviously no where near desktop with 2K textures and android basic, but I wonder how much better it would look with HDR and image effects. And Linear color space when that is released. Hopefully, pretty close to desktop.

Well as I understand it, it’s an internal check. I’d like to be able to specify this manually too - for a surprising thing - desktop, when speed is limited, ie simpler items…

If you look at the Standard Shader source code, you’ll see that it has three main paths:

  • Shader Model 2.0 - for really old PCs and some mobile devices;
  • Shader Model 3.0 mobile path - for high end mobile devices;
  • Shader Model 3.0+ - a path for high end PCs and consoles.

Thanks for the response… Many people that use Unity are not shader programmers - could you explain the differences between the paths?

Is there any way to deploy the Shader Model 3.0+ on a very high-end mobile device? Like NVIDIA SHIELD tablet, iPad Air 2, etc?

Mobile path uses somewhat simplified lighting model, which greatly improves performance.

Not without editing the shader yourself. If SHADER_API_MOBILE is defined, it will fallback to mobile path by default. I’d also not expect good performance even if you enabled that.

Obviously, so is it a simplified cook-torrance on mobile, or what are the differences? Could you offer a slightly more technical explanation?

It doesn’t seem to work very well on android currently - the visual output looks much different. Is this due to the current state of the beta, or is this how it’s going to look on android? Is this only on android, or iOS as well?

as a follow up, I think it maybe looks a little better on android pro, with image effects, hdr cameras, and so on… hard to tell though.

The specular highlights and reflections are the main thing that looks different on android (compared to desktop) - I don’t really see much of a specular highlight, and the reflections are of noticeably lower quality (compared to desktop), but I did lower the textures to 2048 for the android build. It didn’t seem to be working on the shield tab with 4k textures.

Really hope linear color space is implemented on mobile asap…

Is that the newest shield tablet?

Sorry if this has been asked many times before, but does the update includes the doll material using the metallness approach (rather than Specular)?

Many thanks

Edit: currently, it doesn’t