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Visual Effect Graph
Creating explosive real-time visuals
Vlad Neykov
Lead Graphics Test Engineer
Overview
3
Next Generation Visual Effect tool for Unity
Self contained template Assets with Event and Parameter interface
Tailored for Next-Generation platforms (GPU/Compute)
Powered by SRP
4
PARTICLE COUNT Thousands Millions
SIMULATION Simple Complex
PHYSICS Underlying Physics System
- Scene Representation (primitives, SDF…)
- Depth Buffer
GAMEPLAY READBACK Yes No*
* Potentially small data with latency
OTHER - Can read Frame Buffers
CPU GPU
Comparison
5
How many particles?
What are their initial
values?
How do they behave
over time?
How are they rendered?
Flow
6
7
InternalDemos
88
SpaceshipDemo
99
TheHeretic
1010
Sherman
11 11
Architecture
11
[VFX Compiler]
Shaders
Bytecode for VFX
CPU Interpreter
CONSTANT FOLDING
Expression Graph (low level representation)
List of VFX SystemsParticle Data Layout Property Sheet
Cs Vs Ps
(Simulation) (Rendering)
(Include only what is used) (modify exposed parameters)
(scriptable objects (sub assets))
(generate runtime data)
(bind everything together)
1212
Compilation
12
Compiled Data
RuntimeEdit Time
- Editable values without recompilation
- Additional debug/profiling data
- Optimized low-level graph
- Constant folding
- Constants directly inserted in shaders
13
New Features
- Subgraphs
- Shader Graph integration (experimental)
- Particle strips (trails, ribbons, etc.)
- Per-spawner loop / delay
- Motion Vector support
1414
Demo
14
151515
Resources
http://bit.ly/SpaceshipDemoSpaceship Demo:
http://bit.ly/VFXSamplesVFX Samples:
http://bit.ly/VFXBlogGetting Started:
16
Questions?
Vlad Neykov
vlad@unity3d.com

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Creating explosive real-time visuals with the Visual Effect Graph – Unite Copenhagen 2019

Editor's Notes

  1. Next gen tool for authoring VFX in Unity VFX exist as assets in the project folder, and can be controlled via other areas within Unity, timeline, inspector, via script, etc. Designed to work with the new Scriptable Render Pipelines. Shaders can be modified to work for the built-in rendering pipeline, but not officially supported Runs on compute-capable devices. Plans for CPU particles to broaden the range of platforms.
  2. Quick comparison between the built-in Shuriken particle system (CPU) and the VFX Graph (GPU) Pros and Cons in both approaches: Number of particles Types of simulation Physics, CPU interact with the world, GPU needs scene representation CPU particles can easily querry what each particle’s values are, for GPU particles it is more expensive and potentially possible for small data with some latency Have access to the camera buffers (depth, color, etc.) As mentioned, we do plan on supporting CPU particles in the VFX graph down the road
  3. Lots of info, blog posts, tutorials. Quick overview: contextual nodes, or contexts, data flow, top to bottom.
  4. Can get more complex. Added subgraphs in 19.2 to help organize graphs.
  5. Many of these are available as samples
  6. Graph: context, blocks, nodes - a high level overview, what the user sees Expression Graph: Generating an expression graph - low level representation VFX Compiler: Compiler generates runtime data, we use a lot Shaders:  compute for simulation  vertex/pixel shader pairs for rendering CPU interpreter: Some calculations are better off being calculated once per frame on the CPU rather than once per particle on the GPU Unexposed parameters whose values we can determine at compilation time are constant folded Data Layout: only include what is needed. If a system is not using velocity, we won’t store it Property Sheet: access exposed parameters by name, allows overwriting from script or via timeline, and also per-component List of VFX Systems: bind everything together and issue commands to our VFX manager
  7. Two types of data, one for ease of use within the editor, the other for optimization