Publisher | Interactive Arts |
---|---|
File size | 87.60MB |
Number of files | 44 |
Latest version | 1 |
Latest release date | 2018-03-28 10:14:18 |
First release date | 2018-03-28 10:14:18 |
Supported Unity versions | 2018.4.2 or higher |
Introduction
This package contains a set of 10 shaders for PBR based shaders made specifically for Fabric and Cloth materials. 6 shaders with parallax height features are designed for mid-high-end build PC, 6 shaders are designed for PC/Console, are 4 shaders are designed for mobile game and application development.
Extra features are introduced such as:
1) Parallax Height: users have full control over the parallax height functionality, and surface dirt now has an extra feature that makes the Height bias adjustable based on the dirt pattern. Height bias will vanish if the camera enters the far field range (which is adjustable as well).
2) Surface Dirt: individually adjustable Bias values for Specular, Roughness, Normal, and Ambient Occlusion for the dirt part of the pattern.
3) Color Desaturation: surface dirt color can be adjusted and desaturated based on the chosen color Tone.
4) Transparency: Surface transparency is introduced, where users have full adjustable feature of this function.
5) Secondary Normal: A minor Normal map is introduced, where users have full control over its strength, bias value, and intensity ratio respect to the primary Normal.
6) Far Field Fall-off: Many rendering features will change at far field, where users can define the Decay (where it starts to blend in) and Vanish distance (where it transfers into another render pattern) for such functionality, within the transaction distance, all features will blend seamlessly. In addition, primary Normal (small detail) will vanish and will be replaced by the secondary Normal at far distance (further than the vanish distance), while Surface Dirt will vanish such distance as well, moreover, users can define different color tone at both Near and Far fields.
Meantime, high customizable basic adjustments are introduced as well, including: contrast, brightness, gray-level strength, maximum/minimum channel values (for linear interpolation 1.0 and 0.0), normal bias, and Ambient Occlusion. Users can modify most of the texture input properties in real time.
Varies input functionalities are introduced to each shader for optimizations of the rendering power, and enhancements for the graphic quality.
Features
Albedo: Color Bias | Contrast | Brightness
Surface Dirt: Individual Tiling and Offsets | Contrast | White/Black Channel Strength | Roughness Bias | Normal Bias
Dirt Color Desaturation: Base Color | Desaturation Percentage
Transparency: Contrast | Black/White Channel Strength | Threshold Value | General Strength | Base Shift
Roughness: Contrast | White/Black Channel Strength | Strength
Normal: Strength | Bias
Secondary Normal: Strength | Secondary to Primary Ratio | Bias
Far Field: Decay Distance | Vanish Distance | Base Color Reduction
Ambient Occlusion: Contrast | Base Value
Parallax Height: Contrast | Strength | Min/Max Height
Texture Coordinates: Rotation | UV Tiling | UV Offset
Uniform specular adjustment is introduced to some shaders
Uniform roughness adjustment is introduced to some shaders
Tech Details and Specifications
Numbers of Shaders: 16
Numbers of Sample Materials: 16
Numbers of Sample Textures: 8
Numbers of Demo Scenes: 6
Numbers of Demo Assets: 1 (background material)
Number of Display Cameras: 28
Height Parallax
Surface Dirt | Dirt Color Desaturation | Transparency | Secondary Normal | Far Field Fall-off
Independent Tiling and Offset
PBR Based Rendering
SM 3.0 | Full Forward Shadows | Standard Specular
Supported Platforms: PS4 | Xbox One | PC | iOS | Android
Render Type: Opaque