Skip to content

Xiexe's Unity Shaders v2.5

Compare
Choose a tag to compare
@Xiexe Xiexe released this 30 Mar 16:14
· 61 commits to master since this release
755eeb3

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