Amplify Texture v2.0.3 Alpha 38 is Now Available for Download
http://amplify.pt/download
Dear developer,http://amplify.pt/download
It’s been quite a while since our last release, we would like to start by apologizing for the delayed post. We hoped to have a more developed version by now but unfortunately we have been stuck, so to speak, in a back-and-forth loop with constant Unity updates, bug fixes, customer support, API changes, shader updates and even contract work.
You might not be aware but we do quite a lot of contract work in order to maintain Amplify and the direct development of our Unity products. The time we put in into these collaborations will vary depending on complexity, larger projects such as Rust by Facepunch Studio for example require close to full time attention of one of our developers.
In order to better support the development and maintenance of AT2 we are also exploring alternative 1-Seat pricing and distribution. Remarkably, unlike AT2, Amplify Motion & Color have been licensed at a steady rate in the Unity Asset Store and currently comprises over the majority of our Unity Products income. We have decided not to raise the price of our current AT2 licensing offer, instead we're considering offering a more affordable single seat license aimed at the Asset Store.
If you don’t intend to purchase additional seats this will not affect you but be aware that should you need to acquire additional seats you will be able to do so at a reduced cost in the near future.
We have not stopped development but new features have been delayed in order to maintain and develop Amplify Texture 2. We were fortunate enough to find users willing to share massive and varied projects that would serve as test cases greatly improving the overall stability, quality and performance.
As you can see from the title we are now in Alpha 38, by working closely with select developers we have been able to quickly iterate and improve the package. It’s thanks to those developers that we can now say with full certainty that we are about to release a stable and up-to-date package. Sadly we weren't able to include all the features we mentioned in the last update post but now we should be able to speed up the development.
We will do our best to keep you all in the loop and to post more often. AT2 has been greatly improved since the last build, check the full details below.
Recommended
• Unity 5.2+
Alpha 38 Changes
• Added built-in VR support available in Unity5.1.2+
• Added basic virtualized Unlit shaders
• Added Standard and Unlit virtualized HDR shaders
• Added _HeightMap to displacement channel property list
• Added VTSampleAlbedo with internal HDR selection via _VT_HDR_ALBEDO keyword
• Updated Standard shaders to Unity 5.2.1f1
• Updated Alloy3 integration package to latest version v3.2.6
• Removed remaining runtime memory allocations
• Removed Alloy2 integration package
• Removed Oculus Rift integration package
• Fixed issues with Unity's BuildPipeline, batch mode builds; rationalsystems patch
• Fixed displacement or occlusion not working properly when normal was disabled in VT
• Fixed missing BASE alpha compression type option
• Fixed out-of-date OSX native binaries
• Fixed EXR files not working properly in OSX
• Fixed potential error when destroying AmplifyCamera
• Fixed streaming thread shutdown
• Updated Alloy3 integration package to latest version v3.2.3
• Updated Skyshop integration package to latest version v1.12.2
• Updated Unity 5 standard and legacy shaders to latest version 5.1.2f1
• Updated internal FreeImage to 3.17.0
• Dropped Unity4 support
Alpha 37 Changes
• Added per-layer compression type
• Added layer multiple property name support; split by semicolon
• Added full Unity5 and Alloy3 support
• Added support for multiple shader properties for each layer
• Fixed multiple camera support
• Fixed crash when running resolutions higher than 2K
• Fixed definition collision in Point struct
• Fixed GL.IssuePluginEvent() compatibility with Scaleform
• Fixed streaming taking over the CPU
• Removed unnecessary GC alloc verification code
• Eliminated most runtime allocations
Currently working on
• Script access to virtualized texture data for additional control and flexibility
• Cross platform support (mainly Mobiles and Consoles)
• Critical performance improvements
You wont have to wait for the next build until all the features above are complete, we will make them each available as soon as they are ready in upcoming updates.
We will post an update on our current status next week, likely without a new build but we will do our best to keep you up-to-date on all developments.
Call to cooperation:
- If AT2 is a pivotal tool in your large-scale project, please consider providing us one of your larger datasets for robustness testing. Unfortunately we're lacking large data sets and in AT2 we _really_ want to solve ALL scalability issues.
Please note that we're available to sign any contracts or NDAs necessary to protect your copyright. We are absolutely certain that both our parties can benefit from this type of cooperation. If you're interest, please contact us directly or, feel free to reply here to get things started.