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Releases: Xiexe/Xiexes-Unity-Shaders

Xiexe's Unity Shaders v3.5.1

11 Feb 18:40
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Shader:

  • Added support for UV Tile Discarding up to 4 tiles on each axis for a total of 16 toggles per material.
  • Cleaned up a bunch of enum checking for code clarity. Ya'll probably don't care about this but I'm including it in the changelog anyways.

Editor:

  • Fixed an issue where the gradient editor didn't save files properly.

Xiexe's Unity Shaders v3.5.0

10 Feb 17:07
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Shader:

  • Added support for VRCFallback tags
  • Fur Shader is now part of the baseline package
  • 2D eye tracking shader is now part of the baseline package
  • Fixed an issue that caused reflectivity masks to not behave properly in some configurations
  • Add a way to mask rim light / rim shadow

Editor:

  • Moved "Open Gradient Editor" button to be inline with shadow ramp slot
  • Removed old references to Patreon
  • Removed old Updater script, as I'll be moving update management to VCC / Github releases
  • Renamed some stuff for better organization

More to come soon. :)

Xiexe's Unity Shaders v3.0.2p1

04 Aug 19:33
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SHADER:

  • Added Rim Light and Rim Shadow masking support.

Xiexe's Unity Shaders v3.0.2

14 Jul 04:34
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SHADER:

  • Added support for pre / post lighting hooks in the form of CGInclude files. This will help with expanding the plugin system XSToon has. You can learn more about the plugin system here. (Big thanks to @orels1 for the help on this!)

  • Added two example plugins / variants using the above system. (Mesh Reconstruction from Geometry Shader / Iridescent Variant)

  • Fixed normal mapping issues that could show up in some circumstances.

EDITOR:

  • Added support for custom editor extensions using a partial class. You can learn how to make these by looking at the examples, or, looking at the documentation, located here. (Big thanks yet again to @orels1 for the help on this!)

Xiexe's Unity Shaders v3.0.1

04 Jun 22:32
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This is a small release mostly aimed at maintenance for the XSFur variant available on Patreon at https://www.patreon.com/xiexe
These changes will also work with every other variant of XSToon.

SHADER CHANGES:

  • Added Lightmapping support
  • Added support for UV Based Audio link pulsing.

Xiexe's Unity Shaders v3.0

28 May 20:34
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SHADER CHANGES:

  • Added: Audio Link for Emission. Worlds with Audio Link in VRChat can now make your avatar light up in various ways.
    Please refer to the Audio Link Repository to understand how Audio Link works.

  • Added: Preliminary support for Fur Shader extension (Patreon)

  • Added: Scrolling Dissolve Map Support

  • Added: Support for upcoming RalivDev injector tool.

BUG FIXES:

  • Fixed: Shadowcasting was broken in some situations with Dissolve maps, this is now fixed.

  • FIxed: You can now override the render queue without the inspector resetting it. (Do this after setting blend mode, setting blend mode will set it back to what its supposed to be)

TECHNICAL STUFF FOR THOSE WHO CARE:

  • Changed: XSLighting Struct has been renamed to more accurately reflect what it's actually holding to FragmentData

IMPORTANT NOTES:
Completely remove old versions of XSToon before importing. If you do not, things will likely break. This is a large change to the structure of the shader.

Xiexe's Unity Shaders v2.5

30 Mar 16:14
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SHADER CHANGES:

  • Added Dissolve effect support for fancy transition animations.
  • Added HSV adjustment sliders.
  • Added RGB Clip Map for Dithered / Cutout / Alpha Masked blend modes. This will allow you to mask out certain parts of the mesh and serves the same purpose as the CutoutMasked variant used to.
  • Added Single Pass Instance rendering mode support for platforms like StarlightVR.
  • Added Additive blend mode.
  • Added Refractive blend mode (this toggles on a grabpass! Use at your own discretion! this can be expensive!)
  • Added support for using Vertex Colors as the normal direction for outlines (requires a tool to bake)
  • Added support for using UV2 channel as a normal direction for outlines (requires a tool to bake)
  • Added Anisotropic support for cubemap reflections.
  • Changed Specular Mode "Sharp / Smooth" to a slider. You can now blend sharp and smooth specular together for a mixed result.
  • Overhaul shadowcaster to be inline with the rest of the shader to make maintenance easier.
  • Overhaul Specular model to use Filament GGX_Anisotropic; setting Anisotropy to 0 will result in non anisotropic highlights.
  • Overhaul vertex light support, each vertex light will now be treated as it's own entity, and should result in higher quality results from vertex lights.
  • Overhauled Occlusion support - Occlusion now supports "Indirect" and "Integrated" modes. "Indirect" will function like standard shader, and "Integrated" will affect the shadow ramp to make it follow the occlusion areas.
  • Remove all blending mode variants and merge them into one unified shader, blending modes are in material inspector now.

SHADER BUG FIXES:

  • Fixed an issue where lighting would always be too dark after the VRChat Graphics Jobs update.

EDITOR CHANGES:

  • Move editor scripts to their own namespace

Xiexe's Unity Shaders v2.2.4

05 Jul 02:40
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SHADER:

  • Added: Matcap Tint to Diffuse

  • Added: Stippling and Halftone shading effects.

  • Fixed: Issues with Dithering

  • Fixed: Black Vertex Lights should no longer affect light direction.

Xiexe's Unity Shaders v2.2.3

22 Apr 12:57
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SHADER:

  • Added HDR support to matcap tinting
  • Added Distance dither fading with mask support
  • Shadow ramps now follow attenuation under realtime lights in the forward base pass
  • Limited range of attenuation for non-important point lights to exactly match that of an important point light
  • Fix Dithering shadowcasting not working
  • Misc fixes to dithering rendering incorrectly
  • Changed name of Subsurface Scattering to Transmission, as it's closer to transmission than subsurface scattering (behavior is unchanged)

EDITOR:

  • Added render queue setting under the "Advanced Settings" tab in the material inspector.

Xiexe's Unity Shaders 2.2.1

16 Sep 09:55
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SHADER:

  • Fix overbrightening in lighting that is baked - this was because I was taking 150% of the scenes light on accident, which is silly.
  • Fix Subsurface Scattering not working.
  • Add option for rim-light Albedo tint
  • Add option for rim-light Environment tint
  • Add option to adjust how much real-time shadows effect the intensity of the rim-light.

GENERAL:

  • Start work on a "Plugin System" that will allow easier creation of different variants of the shader.
  • Added basic example of how the "Plugin System" might work, still lots of work to be done to flesh it out.