Difference between revisions of "Unity Products:Fake Interiors/Manual"

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== Installation ==
 
== Installation ==
  
1. Open FakeInteriors###.unitypackage or import it directly from the Asset Store tab.
+
1. Open the FakeInteriors###.unitypackage or import it directly from the Asset Store tab.
  
 
2. After Unity loads it will display the “Importing package” window, select All and click Import
 
2. After Unity loads it will display the “Importing package” window, select All and click Import
  
3. Fake Interiors packageshould now be installed in your Unity project and it should have the following directory structure:
+
3. Fake Interiors packages hould now be installed in your Unity project and it should have the following directory structure:
  
 
:: YourProject\Assets\FakeInteriors\
 
:: YourProject\Assets\FakeInteriors\
Line 19: Line 19:
 
== Shader Overview ==
 
== Shader Overview ==
  
http://amplify.pt/wp-content/uploads/2016/03/Manual_0.jpg
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http://amplify.pt/wp-content/uploads/2017/11/fs_t_1.jpg
  
1. Begin by selecting the Fake Interior shader.
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1. For reference, begin by selecting the Fake Interior shader.
  
 +
2. When applying the effect to standard buildings, ensure that the Y axis of your mesh points up.
  
 +
{| style="width: 100%; horizontal-align: right;"
 +
|
 +
=== Color and Brightness Control ===
 +
*Room Color Tint: RGB Tint
 +
*Room Intensity: Room Brightness
  
== Ambient Occlusion Control ==
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=== Facade Texture(optional)===
 +
*Facade Albedo RGBA: Top texture layer suitable for simple exterior building textures or glass, stores Glass Alpha.
 +
*Facade Smoothness: Set to 0 by default, optional texture use. (Metallic 0, can be customized using [http://amplify.pt/unity/amplify-shader-editor/ Amplify Shader Editor])
  
Amplify Occlusion offers two occlusion methods, the Post Effect mode resembles standard SSAO and will apply the effect to all objects, the Deferred option preserves bright lit surfaces by injecting SSAO before the direct light stage. A debug option is also available for added scene tweaking and flexibility.
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=== Wall and Props Textures ===
 +
*Floor RGB: 1 floor texture.
 +
*Walls RGB: 2 wall textures XZ.
 +
*Props RGBA: 1 Prop texture for interior details, Alpha Cutout, can be toggled between X or Z axis(Switch Plane).  
  
http://amplify.pt/wp-content/uploads/2016/03/Manual_1.jpg
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=== Room Tiling and Offset ===
 +
*Room Tile: Main tiling multiplier for generated rooms.
 +
*Rooms X Y Z, Props W: Individual multiplier for each axis; XZ for walls, Y for ceiling and floor, and W for the prop layer.
 +
*Position Offset: XYZ for walls and W for the prop layer.
  
=== Occlusion Parameters ===
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=== Texture Tiling ===
 +
*Rooms, Prop, Floor and Ceiling: Texture only tiling control.
  
http://amplify.pt/wp-content/uploads/2016/03/Manual_2.jpg
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|http://amplify.pt/wp-content/uploads/2017/11/fs_t_2.jpg
 +
|}
  
'''Sample Count'''<br/>
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== Mesh Requirements ==
  
*Higher values will provide the best results at the cost of reduced performance. The default Medium value should suffice for most projects.
+
http://amplify.pt/wp-content/uploads/2017/11/fs_t_4.jpg
  
'''Per Pixel Normals'''<br/>
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The shader assumes that the Y axis is up, be sure to adjust your meshes as necessary. Simply setting the shader on a material applied to the default Unity Plane Mesh will likely not work as expected since the axis is not correctly setup for that purpose.
  
*The Default Camera value is recommended for the Post Effect method, Gbuffer/Octa Encoded available for the Deferred.
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== Shader Setup ==
 +
http://amplify.pt/wp-content/uploads/2017/11/fs_t_3.jpg
  
'''Intensity'''<br/>
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1. If you have not already, select the provided shader, Fake Interiors or Fake Interiors FREE, under ''ASESampleShaders''.
  
*Defines the intensity of the occlusion effect.
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2. Add the simple room example textures located under ''Fake Interiors FREE/Examples/Textures/SimpleRoom'' to the respective texture slots (Floor, Wall, Ceiling)
  
'''Tint'''<br/>
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3. Set the textures tiling to 1.
  
*Defines the color of tint of the occlusion effect.
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4. Set the Room Tile to 1.
  
'''Radius'''<br/>
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5. Define the amount of rooms by setting the individual multiplier values for XYZ to 2 ''under Rooms X Y Z, Props W'', feel free to experiment with different room and texture tiling amounts. Alternatively, set the individual tile to 1 and use the Room Tile slider to multiply the amount of rooms.
  
*Defines the radius, or spread, of the occlusion effect, the blur amount is usually adjusted in relation to the spread size.
+
http://amplify.pt/wp-content/uploads/2017/11/fs_t_5.jpg
  
'''Power Exponent'''<br/>
+
6. Optional Facade Texture.
  
*Defines the power exponent value of the occlusion effect, it allows you to easily exaggerate or reduce the overall strength.
+
http://amplify.pt/wp-content/uploads/2017/11/fs_t_6.jpg
  
'''Bias'''<br/>
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7. Optional Tint and Brightness adjustment.
  
*Occlusion bias, this value will directly influence which areas of your scene will display the effect.
+
== Customization ==
  
'''Cache Aware'''<br/>
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=== Texture Sets ===
 +
http://amplify.pt/wp-content/uploads/2017/11/fs_t_7.jpg
  
*The cache aware option is a HBAO specific optimization suited for most scenes, recommended when using high radius values on high resolutions.
+
The package includes a few room textures to get you started but they are entirely customizable. You could very well increase/decrease textures size and add additional wall textures to the same file for additional variations, it's entirely up to you. The same applies to Prop, Ceiling and Floor textures.
  
'''Downsample'''<br/>
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=== Shader ===
 +
http://amplify.pt/wp-content/uploads/2017/11/fs_t_8.jpg
  
*The downsample value option provides a quick and efficient way to improve overall performance.
+
The Fake Interiors shader can be fully customized using [http://amplify.pt/unity/amplify-shader-editor/ Amplify Shader Editor]. Adding additional textures or new effects is a only a few clicks away.
 
 
== Distance Fade ==
 
 
 
http://amplify.pt/wp-content/uploads/2017/04/Occ1.jpg
 
 
 
The Distance Fade option provides a flexible method of fading the Intensity, Radius and Power Exponent.
 
 
 
'''Fade Start'''
 
 
 
*Starting point value for the fade effect.
 
 
 
'''Fade Length'''
 
 
 
*The length of the fade effect, you can think of it as a feather effect.
 
 
 
'''Fade Intensity'''
 
 
 
*The Intensity value to fade to. Keep in mind that you will be fading from the value set in the [[Unity_Products:Amplify_Occlusion/Manual#Occlusion_Parameters |Occlusion Parameters]] to the value set here.
 
 
 
'''Fade Radius'''
 
 
 
*The Radius value to fade to, also from the value set in the [[Unity_Products:Amplify_Occlusion/Manual#Occlusion_Parameters |Occlusion Parameters]].
 
 
 
'''Fade Power Exponent'''
 
 
 
*The Power Exponent value to fade to, also from the value set in the [[Unity_Products:Amplify_Occlusion/Manual#Occlusion_Parameters |Occlusion Parameters]].
 
 
 
== Bilateral Blur Control ==
 
 
 
http://amplify.pt/wp-content/uploads/2016/04/Manual_3.jpg
 
 
 
Amplify Occlusion uses bilateral blur to eliminate dithering artifacts, several options are available for added control.
 
 
 
'''Blur Radius'''
 
 
 
*The blur radius of the blur effect applied.
 
 
 
'''Blur Passes'''
 
 
 
*Defines the number of passes used for the effect, higher values are more performance intensive.
 
 
 
'''Blur Depth Threshold'''
 
 
 
*The option defines the depth threshold value for the blur effect, directly influenced by the camera Near and Far clipping planes.
 
 
 
'''Blur Falloff'''
 
 
 
*The falloff value for the blur effect.
 
 
 
== Technical Considerations ==
 
 
 
=== Mobile Devices ===
 
 
 
Amplify Occlusion requires OpengGL ES 3.0. Be sure that the [https://docs.unity3d.com/Manual/class-PlayerSettingsAndroid.html Auto Graphics API] is not enabled, force GL ES 3.0.
 
  
 +
'''Make it your own!'''
  
 
|}
 
|}
 
[[Category:Manual]]
 
[[Category:Manual]]

Latest revision as of 12:08, 8 November 2017

Installation

1. Open the FakeInteriors###.unitypackage or import it directly from the Asset Store tab.

2. After Unity loads it will display the “Importing package” window, select All and click Import

3. Fake Interiors packages hould now be installed in your Unity project and it should have the following directory structure:

YourProject\Assets\FakeInteriors\
YourProject\Assets\FakeInteriors\Examples
YourProject\Assets\FakeInteriors\Examples\Materials
YourProject\Assets\FakeInteriors\Examples\Models
YourProject\Assets\FakeInteriors\Examples\Shaders
YourProject\Assets\FakeInteriors\Examples\Textures

Shader Overview

fs_t_1.jpg

1. For reference, begin by selecting the Fake Interior shader.

2. When applying the effect to standard buildings, ensure that the Y axis of your mesh points up.

Color and Brightness Control

  • Room Color Tint: RGB Tint
  • Room Intensity: Room Brightness

Facade Texture(optional)

  • Facade Albedo RGBA: Top texture layer suitable for simple exterior building textures or glass, stores Glass Alpha.
  • Facade Smoothness: Set to 0 by default, optional texture use. (Metallic 0, can be customized using Amplify Shader Editor)

Wall and Props Textures

  • Floor RGB: 1 floor texture.
  • Walls RGB: 2 wall textures XZ.
  • Props RGBA: 1 Prop texture for interior details, Alpha Cutout, can be toggled between X or Z axis(Switch Plane).

Room Tiling and Offset

  • Room Tile: Main tiling multiplier for generated rooms.
  • Rooms X Y Z, Props W: Individual multiplier for each axis; XZ for walls, Y for ceiling and floor, and W for the prop layer.
  • Position Offset: XYZ for walls and W for the prop layer.

Texture Tiling

  • Rooms, Prop, Floor and Ceiling: Texture only tiling control.
fs_t_2.jpg

Mesh Requirements

fs_t_4.jpg

The shader assumes that the Y axis is up, be sure to adjust your meshes as necessary. Simply setting the shader on a material applied to the default Unity Plane Mesh will likely not work as expected since the axis is not correctly setup for that purpose.

Shader Setup

fs_t_3.jpg

1. If you have not already, select the provided shader, Fake Interiors or Fake Interiors FREE, under ASESampleShaders.

2. Add the simple room example textures located under Fake Interiors FREE/Examples/Textures/SimpleRoom to the respective texture slots (Floor, Wall, Ceiling)

3. Set the textures tiling to 1.

4. Set the Room Tile to 1.

5. Define the amount of rooms by setting the individual multiplier values for XYZ to 2 under Rooms X Y Z, Props W, feel free to experiment with different room and texture tiling amounts. Alternatively, set the individual tile to 1 and use the Room Tile slider to multiply the amount of rooms.

fs_t_5.jpg

6. Optional Facade Texture.

fs_t_6.jpg

7. Optional Tint and Brightness adjustment.

Customization

Texture Sets

fs_t_7.jpg

The package includes a few room textures to get you started but they are entirely customizable. You could very well increase/decrease textures size and add additional wall textures to the same file for additional variations, it's entirely up to you. The same applies to Prop, Ceiling and Floor textures.

Shader

fs_t_8.jpg

The Fake Interiors shader can be fully customized using Amplify Shader Editor. Adding additional textures or new effects is a only a few clicks away.

Make it your own!