Releases: z3y/shaders
Releases · z3y/shaders
v3.2.2
- Added a texture packing button in the new inspector
- Clean up renamed and moved the old shader version to
Lit Variants/Legacy/Lit v2
and disabled creating project settings for this shader in new projects to avoid confusion as its not being used and it was not as well implemented as the new config. This way projects using the old version will continue working
v3.2.1
Added a Stochastic shader variant at Lit Variants/Stochastic with 2 options:
- Default simple one with no preprocessing required - less contrasty looking than without stochastic
- Advanced one from https://github.com/UnityLabs/procedural-stochastic-texturing that requires texture preprocessing
The advanced option improves contrast and is a more accurate representation of the original textures
v3.2.0
- support for Area Lit (to redetect if Area Lit is included
Tools > Lit > Reimport Shaders
) - Added a relative include path to the ShaderLibrary with <> instead of full path with ""
v3.1.8
v3.1.5
- Added a new way to set completely custom varyings: Example
- Added hlsl syntax highlighting on github for the custom file type
- Fixed LTCGI lightmap uv that affected ltcgi shadow maps - with the optimizations of the new system the keyword now needs to affect the vertex shader too in order to pass the raw uv2 varying
v3.1.4
- Triplanar shader (UDN and RNM blending)
- Support for outputting normals in tangent space, world space or object space
- Implemented hlsl line directive for proper error handling. Errors in custom shaders will now show the correct line and file name
- Fixed a bug in the meta pass
- Included an example shader for getting different shader data
- Added a menu item for reimporting all shaders and creating the global config file
- Included CommonMaterial.hlsl by default
v3.1.3
- Renamed the new version of the main shader to
Lit v3
- Added the wind feature in world space so it doesnt break with static batching
- Added a label
SetupLitShader
for setting up blender materials in the model importer. This is a Replacement for the MaterialDescription shader toggle in the global config - Material Description
This shader is not a direct replacement for the old one as it would not be possible to improve it without small breaking changes:
- The texture packing format is different - Packing
- Roughness instead of Smoothness
- The project settings for the old shader will eventually be removed as they were never really well implemented. The new version is much more flexible - Config Examle
v3.1.2
Scripted Importer Shaders:
- Completely new inspector with attributes to control the appearance
- Use SH per vertex on Android and full per pixel on PC
Added some variants included by default (work in progress):
- Lit (replacement for the main shader created with the new system)
- Layered (2 layers blended with a mask)
- Pixel AA
- Screen (no subpixel layout patterns included yet)
v3.1.1
- Updated default template shader to use different packing. This will be used on all new variants created in the future because its more efficient (Occlusion, Roughness, Metallic). While this is not a standard in unity it is better the alpha channel is not used and the texture size could be halved (DXT1 instead of DXT5). It only affects newly created shaders
- Added Approximate Area Light Lightmapped Specular
- Lightmap UVs are now using centroid interpolation
- Reworked the code for importer shader generation
- Exclude LTCGI and SSR from getting lightmap specular occlusion
- Reduced a lot of variants that will most likely not be used on Quest
- Set default texture packing alpha source to red
- Fixed box projection on Android/Quest
More info in docs