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v7.2.0

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@orels1 orels1 released this 24 Jan 01:42
fc11233

📖 Documentation 📖

Summary

Version 7.2.0 adds a new Snow Coverage shader

Unity.Hakqrhagsh.mp4

New Shaders

  • Snow Coverage: A PBR shader with snow overlay support
    • Comes in 2 versions: Regular and Tessellated
      • Regular version allows you to define a direction the snow should appear from, controls for how covered the object is, and various masking options
      • Tessellated version extends the above to add support for 3D snow piles created by subdividing and deforming the mesh via shader
        • This version will be a noticeable performance hit on lower-end hardware, but is very viable on VR-capable Desktop GPUs

Bugfixes

  • The Shader Parser no longer fiales to parse a module if it includes tabs
  • Fixed an issue where combining particular modules could break functionality
    • E.g. combining VRCLV and Depth Fade would result in depth fade not working

Changes

  • Special - this is a new sub-section of the ORL Shaders list, along with VFX and Toon. Anything that is tailored to a super narrow scenario that wouldn't be considered a pure VFX will go here from now on
    • Technically things like Neon Light and Puddles would also fall into this category, but to avoid breaking changes - I will not be touching those
  • %Vector2() and %Vector3() drawers now show the property name
    • This addresses #109
  • Added a number of textures for the snow glitter as a part of the generator package
  • Updated Depth Fade module to work more reliably with every shader type
  • The "Toon" and "Empty Toon" shader templates (under Create -> Shader -> orels1 menu) now use Toon v2 lighting model
    • Also added "Toon Transparent" and "Toon Transparent PrePass" templates for faster development
  • Added a built-in SDF library with some simple SDF functions and smooth min operations
    • Shapes: Circle, Box, Rounded Box, Rhombus
      • Available as SDF<ShapeName>, e.g. SDFRoundedBox()
    • Smooth Mins: Exponential, Quad, Cube, and Quart
      • Available as SDFMin<Type>, e.g. SDFMinCube(dist1, dist2, smoothing)
  • Dramatically removed variant counts of all shaders by reducing fog keywords

Full Diff: v7.1.1...v7.2.0