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v6.2.0

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@github-actions github-actions released this 20 Aug 20:27
· 38 commits to main since this release
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6.2.0 Release

See the git diff

Installation Instructions

For VCC

Add the following repo URL in your settings

https://orels1.github.io/orels-Unity-Shaders/index.json

If you're not familiar with how to add new repositories to the VCC - check out the VCC docs.

Open the Project Management screen for your project and add the "ORL Shaders" package.

You should be able to see all the shaders in your shaders list under the "orels1" category!

For any other Unity project

  • Download and import the orl-shaders-combined-6.2.0.unitypackage
  • All of the shaders should be added under the orels1 category in the shaders list
  • Check out these docs to learn more about the shaders available! Base Shader docs is a good place to start
  • Enjoy!

Summary

Update 6.2.0 brings a couple of new and highly requested shaders like Puddles. It also adds a new system for creating your own custom shaders called Configurable Shaders, and a bunch of new features and improvements to existing shaders.

New Shaders

  • PBR
    • Puddles: a puddles variant of the PBR shader with support for different puddle drivers, e.g. based on Depth texture, mask texture or a vertex color. Also includes the rain droplets effect
  • VFX
    • Patterns: a collection of procedural patterns you can use to make looping effects for extra background detail
    • Glitch Screen: a shader aiming to create a glitchy screen effect, inspired by Stray
  • Toon
    • UV Discard: a shader that allows you to hide pieces of your mesh using UV Tiles
    • Transparent PrePass: a variant of the transparent shader with 2-Pass transparency. Useful for things like Hair on avatars

New Features

  • Configurable Shaders
    • This new system allows you to mix and match all of the features available in the ORL Shader Package to your liking!
    • To start, right-click anywhere in your project, then Create -> Shader -> orels1 -> Configurable Shader. This will make a new instance of a configurable shader you can set up in the inspector
    • Give your shader a name
    • Select the "Lighting Model" you want to use, the default is PBR which should work well for most use-case
    • Add any modules you want to add
    • If you want to add something "on top" of an existing shader. E.g. you want the Puddles Shader to Dissolve - then you can select "Standard Puddles" in the Base Shader dropdown and then add a Dissolve module on top
    • Click Apply!
    • You can now select the new shader on the material of your choosing

Not every module is compatible with every other module. The Inspector will try to make it clear when you're trying to do something unsupported, but I encourage you to mix and match and see what works! Sometimes things might work better in a particular order, as you're essentially "stacking" effects together. The modules on top of the list are added first

  • %SetProp() drawer function has been added to the inspector
    • This allows you to set a property of your material to some specific value based on another value
    • E.g. you can set the Stencil operation to Keep or Replace depending on whether the Outline is enabled or not (used by the main Toon shader)
  • %Preset(<path to presets folder>) drawer function which displays a dropdown of Unity material presets from a particular folder
    • This is used by the VFX Patterns shader to display a bunch of pre-made effects you can build on top of
  • %TemplateFeature(<FeatureName>) support
    • This allows you to define a block or piece of the template as optional, and then enable/disable it inside the specific shader module via %TemplateFeatures("MyFeature")
    • This is now used for the 2-Pass Transparency Toon Shader

Other Changes

  • Improved Specular Occlusion defaults and overall behavior
  • Fixed LTCGI path (requires LTCGI update)
  • New "Rim Mask" option for the Toon's AudioLink module
  • Fixed Vertex Animation shaders batching incorrectly
  • Added support for backface tint for Toon shaders
  • Added facing param support for making your own shaders (used by Toon)
  • Fixed a bug where the toon shader would break Unity UI masks
  • Neon Tube shader now has masking support for the covered part
  • Matrix variables are now properly supported by the generator
  • Repack texture button no longer looks ugly at some UI scaling levels 🎉The majority of Toon shader features now support independent tiling options, great for detail textures!
  • The VRChat Features docs link is now pointing to the correct spot
  • Added support for exporting generated shaders without CoreRP sampling macros (for external tool compatibility)
  • Added support for switching between World Space and Local Space for Laser and Shield shaders
  • Fixed an issue where the texture packer would not read the correct texture color space
  • Rim Light in Toon shaders now respects the alpha value of a color
  • Width slider for the Outline is now using a Logarithmic scale for better control at low values
  • Toon Transparent shader now supports a separate alpha texture
  • Added a VFX variant of Layered Parallax

This affects the following issues: