Advanced Surface Shaders - RELEASED

Version 2.1.0 of the Advanced Surface Shaders package is now available on the Asset Store!

Volumetric Objects Demo

Version 1.5 - Volumetric Zones Triplanar Texturing

The Advanced Surface Shaders package features a number of unique shaders and a tool to generate any shader you need for your project using an increasing library of effects.
Whether your project is for high end next-gen systems or for mobiles, there’s no simpler option to access optimised shaders with effects like those found in the latest games and engines.

The shader generator allows for thousands of possible shaders optimised for desktop or mobile with more effects added every version.

The current shader effect types include:
- DX11 Tessellation Effects (Smoothing and Displacement)
- Realistic Skin Shading
- Relaxed Cone Stepped Relief Mapping
- Parallax Occlusion Mapping
- Volumetric Zones
- Triplanar Texturing
- Rim Lighting
- Color Specular Mapping
- Emissive Mapping
- Lighting Ramp (Stylised Lighting)
- Gloss/Spec Mapping
- Triplanar Running Water

By simply ticking boxes and hitting a button, you can combine these effects as you desire into the shaders you need for you project. Need a reflective shader that has elements that glow even in the dark with Mario Galaxy style rim lighting and smoothed by DX11 tessellation? That’s 4 ticks and a button. Then tweak all elements of the shader in the Inspector.

Those already experienced with shader development will appreciate the additional options in the Shader Generator such as the ability to modify the Render Queue of a shader. Also featured is extensive preprocessor shader code branching so all possible generated shaders compile without warning or error for different platoforms and shader models (including D3D11 and D3D11_9x in Unity 4).

The package will be regularly updated with new shaders and combinations. Post any new shader requests here and we’ll endeavour to include them in a future version.

All shaders are developed in the style of Unity’s built-in shaders and utilise existing shader properties to make swapping between regular shaders and Advanced Surface Shaders painless.



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Asset Store Link

Please post any feedback here or email us at support@southeastgames.com.

I’m interested, what algorithm do u use for parallax occlusion mapping? Looks pretty good.

Is this written manually? Looks good. :smile:

Nice shaders! For the parallax occlusion mapping I think he used the fabio policarpo algorithm…

Well from the image i can’t tell. Could be relaxed cone stepping or even linear search with a high iteration count, interval mapping… i simply don’t know :smile: Thats why i asked.

Thanks for the interest. The current Parallax Occlusion Mapping implementation is based on the Tatarchuk ATI demos from 2006, except I’ve developed a separate OpenGL variant in the shaders to work around issues found on some Macs due to their OpenGL feature implementations. I’ve also included a material property to alter the sample count. Obviously the screenshot and video contains a fairly high iteration count.

I have relaxed cone stepped relief mapping shaders I’ll probably include in the next version as an alternative. As long as they’re properly categorised in the shader list, I see no reason to not include both.

I’ve included combinations of all shaders including combinations with existing Unity shader effects. For example: EmissiveRimParallaxOcclusionSpecMap, EmissiveDiffuse, RimBumpedSpecular, etc, and the next version will also include alpha variations of all shaders. That version will be submitted in the next couple of days

Version 1.1 of the Advanced Surface Shaders has been submitted and should be available shortly. Of course all current owners can update through the Asset Store window upon release.

This version adds Relaxed Cone Stepped Relief Mapping shaders.

More additions to the package are in the works with more variations of current shader types and new shader types including ambient occlusion maps, specular gloss maps and skin shading.

this shaders is a must if you ask me
got them and they look so good .
good job .

Shaders look good. One question - how does the “specular shader” differ from the default specular shader (which I believe you can modulate the specularity by the alpha channel). Can it take a separate specular map?

yes :slight_smile:

As you can see in the video, the spec map shaders use a color spec map which differs from Unity’s gloss channel. It will also work the same in the transparent versions of the shaders allowing the base textures alpha channel to entirely be for transparency.

Also, in an upcoming version I’ll be adding another spec map variation that will instead provide a channel to spec and a channel to gloss. Many artists prefer that style as it gives them more control and specular color is often not required.

I have just submitted version 1.2 of Advanced Surface Shaders to the Asset Store and it should be available shortly. This version adds transparent and transparent cutout variations of many shaders alongside a new skin shader.

The shader is based on elements of Real-Time Skin Rendering in GPU Gems 3 and Fast Skin Shading in ShaderX7. The shader works with standard diffuse and normal maps and utilises blended normals ala Uncharted 2: Among Thieves.

Hi Matt
please tell me if your relief shader supports shadows
as that was the problem with Fabio´s implementation Thread!

whats up,man?
no activity since July!

It casts and receives shadows if that’s what you’e asking, but the shadows cast aren’t based on the surface bump information, just the base geometry at this stage.

I apologise for not having updated this package recently or being active on the forum. My main development laptop was stolen (amongst many other things) from my house and I’ve been resolving issues related to that. I am now back to the stage where I can continue development of this package and my others.

I’ll be releasing an update shortly that will add some of the previously planned shaders and if anyone has any others they’d like to see please let me know here. Also if there are any 3.4.1 related issues I’ll look into that and fix those for the next release too.

Excited about this - and btw thanks for the prompt reply to support request :slight_smile:

This shaders pack looks really promising, can’t wait to try them out… but they seem to have vanished from the assetstore. The link in the OP doesn’t work either.

Yes they seem to have dissapeard… So I emailed the guy to see whats up >.<

How are you generating maps for relaxed coned mapping? How expensive (speed) is this shader?

Nice work with the relief mapping. Any chance that you’d consider mixing in triplanar support with that? I’ve implemented triplanar w/ normal and specular mapping for my upcoming Voxelform 2.0, and was considering taking a look at this too, but would be happy to direct folks your way for anything interesting with triplanar or volumetric support.