Amazing, thank you! I understand this is more about the update to the Unity scripts, but I'm very excited about the Life is Strange fix. I loved the original game, and I've been looking forward to playing Before the Storm. The Auto Convergence also sounds great, can't wait to try it out. I know what I'll be doing this weekend...
Thank you DarkStarSword!
Amazing, thank you! I understand this is more about the update to the Unity scripts, but I'm very excited about the Life is Strange fix. I loved the original game, and I've been looking forward to playing Before the Storm. The Auto Convergence also sounds great, can't wait to try it out. I know what I'll be doing this weekend...
Another one of my "I've no idea if this is of any use" posts :P
Unity releases engine and editor source code through GitHub
https://blogs.unity3d.com/2018/03/26/releasing-the-unity-c-source-code/
This is also interesting, they are offering a lite version of Unity for less demanding games targeted at Mobile and other platforms.
The Lightweight Render Pipeline: Optimizing Real Time Performance
https://blogs.unity3d.com/2018/02/21/the-lightweight-render-pipeline-optimizing-real-time-performance/
Interesting, though:
[quote]We also do not take pull requests against the C# reference source code[/quote] means that the option of submitting a patch to enable native 3D Vision in Unity is out (reading through the comments it seems they may be open to being even more open in the future, but this was the best they could do today for legal reasons).
Also worth noting that the source code to their engine's built in shaders has been available for years (and I made use of this to help understand things when coming up with the original shadow fix), but obviously this does not help with third party effects.
This means that all three of the major engines now have source available for reference:
https://github.com/Unity-Technologies/UnityCsReference
https://github.com/CRYTEK/CRYENGINE
https://github.com/EpicGames/UnrealEngine
We also do not take pull requests against the C# reference source code
means that the option of submitting a patch to enable native 3D Vision in Unity is out (reading through the comments it seems they may be open to being even more open in the future, but this was the best they could do today for legal reasons).
Also worth noting that the source code to their engine's built in shaders has been available for years (and I made use of this to help understand things when coming up with the original shadow fix), but obviously this does not help with third party effects.
[quote="D-Man11"]Another one of my "I've no idea if this is of any use" posts :P
Unity releases engine and editor source code through GitHub
https://blogs.unity3d.com/2018/03/26/releasing-the-unity-c-source-code/
This is also interesting, they are offering a lite version of Unity for less demanding games targeted at Mobile and other platforms.
The Lightweight Render Pipeline: Optimizing Real Time Performance
https://blogs.unity3d.com/2018/02/21/the-lightweight-render-pipeline-optimizing-real-time-performance/
[/quote]
Holy crap this awesome! We've been debating at work if we wanted to purchase a license for source code access. Having it available for free even if it's just for reference will really help make my life a lot easier. This is the best bday present I've gotten so far. Thanks for pointing this out.
Holy crap this awesome! We've been debating at work if we wanted to purchase a license for source code access. Having it available for free even if it's just for reference will really help make my life a lot easier. This is the best bday present I've gotten so far. Thanks for pointing this out.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
If anyone has tried to use my Unity scripts lately, I've discovered that they were broken by a whitespace change in assembly shaders in cmd_Decompiler 1.3.1 / 1.2.72 resulting in lighting shaders not being correctly fixed.
The fix for this is now in my 3d-fixes repository, and there will be another update shortly to use the new split configuration in 3DMigoto 1.3.10 (Edit: This update is now in 3d-fixes as well).
BTW the scripts work with Unity 2017.1, 2017.2 and 2017.3, but there may be missing lighting shaders (the only game I've looked at so far using one of these versions only used simple lighting).
If anyone has tried to use my Unity scripts lately, I've discovered that they were broken by a whitespace change in assembly shaders in cmd_Decompiler 1.3.1 / 1.2.72 resulting in lighting shaders not being correctly fixed.
The fix for this is now in my 3d-fixes repository, and there will be another update shortly to use the new split configuration in 3DMigoto 1.3.10 (Edit: This update is now in 3d-fixes as well).
BTW the scripts work with Unity 2017.1, 2017.2 and 2017.3, but there may be missing lighting shaders (the only game I've looked at so far using one of these versions only used simple lighting).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Anyone /new shader hackers interested in these scripts, should also check out the other post by DSS on Unity and parallax occlusion
https://forums.geforce.com/default/topic/902840/
"I fixed Unity reflections, and got more than I bargained for"
Extraction scripts are updated for the format changes in Unity 2018.1, but I haven't checked if there have been any changes to the lighting shaders yet.
Extraction scripts are updated for the format changes in Unity 2018.1, but I haven't checked if there have been any changes to the lighting shaders yet.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Thank you DarkStarSword!
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Unity releases engine and editor source code through GitHub
https://blogs.unity3d.com/2018/03/26/releasing-the-unity-c-source-code/
This is also interesting, they are offering a lite version of Unity for less demanding games targeted at Mobile and other platforms.
The Lightweight Render Pipeline: Optimizing Real Time Performance
https://blogs.unity3d.com/2018/02/21/the-lightweight-render-pipeline-optimizing-real-time-performance/
means that the option of submitting a patch to enable native 3D Vision in Unity is out (reading through the comments it seems they may be open to being even more open in the future, but this was the best they could do today for legal reasons).
Also worth noting that the source code to their engine's built in shaders has been available for years (and I made use of this to help understand things when coming up with the original shadow fix), but obviously this does not help with third party effects.
This means that all three of the major engines now have source available for reference:
https://github.com/Unity-Technologies/UnityCsReference
https://github.com/CRYTEK/CRYENGINE
https://github.com/EpicGames/UnrealEngine
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Holy crap this awesome! We've been debating at work if we wanted to purchase a license for source code access. Having it available for free even if it's just for reference will really help make my life a lot easier. This is the best bday present I've gotten so far. Thanks for pointing this out.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
The fix for this is now in my 3d-fixes repository, and there will be another update shortly to use the new split configuration in 3DMigoto 1.3.10 (Edit: This update is now in 3d-fixes as well).
BTW the scripts work with Unity 2017.1, 2017.2 and 2017.3, but there may be missing lighting shaders (the only game I've looked at so far using one of these versions only used simple lighting).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
https://forums.geforce.com/default/topic/902840/
"I fixed Unity reflections, and got more than I bargained for"
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword