Candela stereo5/28/2023 ![]() Oh and SSR is on the Unity timeline to be a built in feature (Sep I think?) 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. ![]() multiple tweets that asset has been submitted, available in a week then silence. Communication of this and other changes has been non existent or apparently at odds with the facts e.g. 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). When Using MSAA in Forward render mode, reflections no longer need to be flippedĪny prospective customers can see the level of support / communication provided for the ver 1 of the asset in this thread.This is imperative if you wish to blend Unity 5 probe based reflections with SSR. 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.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.will not be covered unless a ray distance based fall off also modulates reflections. Fresnel fall off only is not adequate as far away (distant objects) reflections (such as the sky) etc. Highly improved Ray Distance Traversal based reflection fall off.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) Roughness values or textures correctly contribute to glossiness (roughness blur and grazing angle blur) i.e.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. Temporal shimmer induced by high-frequency normal-maps and other causes can be seen in all other SSR implementations to date. Also as roughness becomes high (more blurry), these sub-pixel highlights will cause distracting low - mid frequency shimmer during convolution. Screen Space Reflections can intensify this as sub-pixel motion increases. 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. SSR Shimmer Reduction & Highlight Compression! i.e.* 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. Multiple performance options can now be easily selected suitable for your project withing the new Editor Inspector GUI. 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.Candela V2 provides the highest performance to Quality ratio comparable to any other solution on any engine.Period Across the board minimum 2 - 6X Times Performance Increase! now possible & viable to use with new Mobile platforms supporting OpenGLES 3.0. ![]()
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