AdvancedShaders Surfaces

The first AdvancedShaders package is now available in the AssetStore and can be ordered for $25.
Keep in mind that I am going to publish the AdvancedShaders Pro package which will include all upcoming shaders.

Try the Demo: Here
Get it on the AssetStore!

Features
Enhancements

  • More controll over specular highlights
  • Colored specular maps (RGB Spec, A Gloss)
  • Colored illumination maps (RGB Glow, Alpha Beast-illumination)
  • Splatmaps (R Specular, G Gloss, B Reflection, A Illumination)
  • Animate illumination mask
  • Combined reflective and illumination shaders

Blending

  • Simplified Shader model 2 versions
  • Based on world-up or global value
  • Linear, Normalmap or heightmap based blending
  • Adjust the blending quality through a noise texture and some values
  • Fade-off normalmap of the blend

Most of the shaders are Bumped Specular based, simplifications will follow.


Illumination textures do work with beast lightmapping, but greyscale only at the moment.

Here is a preview of the blending shader, which is able to simulate snow for example. Object-space and custom blend directions will follow. Now it is possible to use world-up and global blending as shown below.

You are able to animate the illumination mask in x and y direction over time. This can be used for effects like blinking lights or electric signs.

Informations
Are those shaders mobile ready?
I did not test any of the shaders on other platforms as windows. Anyhow the sahders are based on surface shaders and are as close to the build-in shaders as possible. Comparable shaders of this package like Bumped Specular are just a bit more complex.
That said, the shaders should work on mobile plattforms, but I don’t guarantee performance and stability. This package is meant to enhance features and quality rater then performance, in first stage.

Which updates are promised and what will never be in this package?
Firstly, vertex-color-blending shaders will be published in another package. This package will include “basic” shaders to define surfaces and materials. I will add more shaders to combine more features together (reflection, illumination, translucency and such) and what else you miss in Unity’s build-in shaders.
Then I will work on the performance, adding more SM2 versions and try to optimize them for mobile, too.
The price of this package can raise if (significantly) more content is included.
The blending shaders will be extended to adjust the blending texture more easy and to make it possible set a secound normalmap and specular values. Liquid effects can then be achieved.

Which other packages are planned?
There will be:

  • Vertex-color-blending shaders and vertex painter
  • Special effect shaders such as scifi-shields, refraction and fade-offs like character stealth or dissolve shaders
  • Image Effects like all the stuff you know from current FPS and otehr interresting stuff.

Put questions and critique right here or use contact@eyecystudio.de

Looking forward to it. How is performance compared to Unitys crappy default shaders?

I don’t think that default shaders are crappy. May they have a bit of an overhead, but this comes with flexibility, which any engine has today.
The performance is comparable with similar ones of the default shaders. While i reduced unecessary resources I’ve also added new features.
As I said I focus on richer platforms first and todays graphic hardware can handle the shaders pretty well.

I’m confused about what goes in what package so i have a simple question i care about (and pretty much only about) the demo you had with the animated water rising / lowering as you painted, which pack do i need to get that and is there a way to get it NOW with the demo as it was in the video, even if it’s in a “as is / unsupported” state?
If so please PM me or email me at my myfirstname.mylastname@rt-informationtechnology.com thanks.

+1

All which is included in this one demo linked here is included, nothing more, nothing less. This does not include Vertex-color blending shaders. So you are able to do snow with that, but you can’t define it via painting. This is meant for single objects rather then levels.
The idea is that the Vertex blending package has much more and different functions and it is easier to split that up.

Thx for the replay.

Will you also do a single more expensive package with everything for those of us who want it all?

Maybe I do, i guess it comes in handy. I will let you know right before the 2nd package will be out. Would you like to have just this and the other package or All-in one which will follow? I don’t want to put out to many variations. I guess I can adjust the price if new packages follow so it might be a good deal for everyone to do an AdvacedShaders Pro pack.
Btw. sorry for the confusion, but that came because you guys pestered me to rush :slight_smile:

Everything at all. Make a pro version that include every shader you’ll likely make as updates :slight_smile:

Gotcha.

Oh sorry, excuse me. I meant “crappy” as in visual quality compared to yours. :slight_smile: Please don’t take it wrong, I tend to express myself abit more harsh than other people. Take “crappy” as in “bad”.

Anyways, that sounds really good. I did not expect any better performance, due to the new features, but on the other hand I did not expect that they run almost the same. Good job.

Ok, the Surfaces package was accepted!
You can get it Here

Not Found

The requested URL /content/eyello/advanced-shaders-surfaces/4Bml was not found on this server.

Fixed, see the link in the first post. If you still don’t see it, then it might take a while until everyone sees it.

This is the regular version right not the pro all inclusive?
Did you submit it too (even if they contain the same thing right now?) Would love to get it asap even if it’s the same as the other so i can play with whatever is there now :slight_smile:

Great shaders, will be waiting for the pro version.