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  • Realtime shadows from pointlights / spot lighs / directional light disabled, so, you never get "weird artifacts" with shadows, for example, on your model face, like these:

  • Shader supported custom shadows (Toon Shadow), which works same as in prev. versions, here is example of how shader working with lightning in general:

Vertex lights support from Xiexe shader: https://github.com/Xiexe/Xiexes-Unity-Shaders 

  • New option: Dissolve 
  • Noise texure, mask texture with scrolling options
  • Dissolve edge glow color with range

  • "Effect map" removed
  • Added Detail normal map support
  • Triplanar mode for normals available for both normals separately

Some examples of different effects and how they working with normals:

MetallicFX with normals:

MatCap with normals:

Rim Light with normals:

  • Added Occlusion map support
  • Added Stensil support
  • Main Texture color grading: Hue (with auto hue option & source colors transorm) / Contrast / Saturation / Invert
  • Emission Texture / Mask with scrolling XY options
  • Emission Scrolling in World Space / Object space
  • Emission color grading: Hue (with auto hue option & source colors transorm)
  • Shadow Renamed to Toon Shadow, works same as in prev. shader versions
  • Added Metallic Mask for Metallic FX
  • MatCap Mask / MatCap add / MatCap replace now works properly
  • Rim Light Mask / Texture now works properly
  • Rim Light now correctly affected by lightning

With toon shader can be achieved, for example, this look of sword:

Original model: https://sketchfab.com/3d-models/frost-mourne-385d7d8da9154275bacf56092c30d488 

Frost Mourne Model licance: https://creativecommons.org/licenses/by/4.0/ 

Or this Sci-fi shotgun:

Original model:  https://sketchfab.com/3d-models/sci-fi-shotgun-d990b7bd78b7465085c9a90fa190e4fc  

Shotgun Model licance: https://creativecommons.org/licenses/by/4.0/ 

Here is material with shader. Each tab opened. (Opaque version)


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