Publisher | Wojt Sterna |
---|---|
File size | 11.36MB |
Number of files | 43 |
Latest version | 1 |
Latest release date | 2014-12-03 06:27:33 |
First release date | 2014-12-03 06:27:33 |
Supported Unity versions | 2018.4.2 or higher |
Shader Generator is a simple tool that gives its users ability to generate moderately advanced shaders with just a few clicks! If you don't feel like writing your own shader from scratch this might be something you need.
A similar tool but with less features was used to create beautiful shaders for a hack&slash game called Iesabel.
Features that are exposed by this tool include:
- Render states: z-write, z-test, cull, blend.
- Up to four texture layers (for diffuse, normal, specular, emission) that can be blended per-vertex or via texture mask.
- UV modifiers that can be applied to all texture layers. Each modifier consists of scale, offset and panning (texture scrolling).
- Value multipliers that can be applied to diffuse/normal/specular/emission layers. For diffuse layer there is also a cube-map multiplier.
- BRDF texture. Lighting can either be computed by Unity or sampled from BRDF texture. Using this option might be faster on mobile platforms. This lighting trick was used in famous Shadowgun game.
- Rim light which became a classical effect on mobile platforms by producing neatly looking outlines.
- [Unity PRO only] Refraction which can help in creating more believable glass effect.
- Integration with Unity's lightmapping.
A similar tool but with less features was used to create beautiful shaders for a hack&slash game called Iesabel.
Features that are exposed by this tool include:
- Render states: z-write, z-test, cull, blend.
- Up to four texture layers (for diffuse, normal, specular, emission) that can be blended per-vertex or via texture mask.
- UV modifiers that can be applied to all texture layers. Each modifier consists of scale, offset and panning (texture scrolling).
- Value multipliers that can be applied to diffuse/normal/specular/emission layers. For diffuse layer there is also a cube-map multiplier.
- BRDF texture. Lighting can either be computed by Unity or sampled from BRDF texture. Using this option might be faster on mobile platforms. This lighting trick was used in famous Shadowgun game.
- Rim light which became a classical effect on mobile platforms by producing neatly looking outlines.
- [Unity PRO only] Refraction which can help in creating more believable glass effect.
- Integration with Unity's lightmapping.