Fabric, Cloth Specified Shader Smart, Professional Edition

$19
Publisher Interactive Arts
File size 88.39MB
Number of files 62
Latest version 1
Latest release date 2018-03-29 10:35:18
First release date 2018-03-29 10:35:18
Supported Unity versions 2018.4.2 or higher

Details & User Guide| Updates

Introduction

This package contains a set of 22 shaders for PBR based shaders made specifically for Fabric and Cloth materials. 6 shaders with tessellation displacement features are designed for high-end build PC, 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) Tessellation Displacement: users have full control over the tessellation functionality, where rotation and texture tiling and offset also synced up with the tessellation function.

2) 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).

3) Surface Dirt: individually adjustable Bias values for Specular, Roughness, Normal, and Ambient Occlusion for the dirt part of the pattern.

4) Color Desaturation: surface dirt color can be adjusted and desaturated based on the chosen color Tone.

5) Transparency: Surface transparency is introduced, where users have full adjustable feature of this function.

6) 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.

7) 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

Tessellation Displacement: Contrast | Multiplier | Displacement Height | Displacement Shift | General Strength

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: 22

Numbers of Sample Materials: 22

Numbers of Sample Textures: 8

Numbers of Demo Scenes: 8

Numbers of Demo Assets: 1 (background material)

Number of Display Cameras: 38

Tessellation Displacement | Height Parallax

Surface Dirt | Dirt Color Desaturation | Transparency | Secondary Normal | Far Field Fall-off

Independent Tiling and Offset

PBR Based Rendering

SM 5.0 | SM 3.0 | Full Forward Shadows | Standard Specular

Supported Platforms: PS4 | Xbox One | PC | iOS | Android 

Render Type: Opaque

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