Light based is a name that I decided to give to my shaders as I wanted to focus on how light really interacts with a material. It is a PBR alternative as I wasn’t satisfied with Unity’s standard shading. It has more Lighting options and it reveals Unity’s real GI power
Here is an example to highlight the deference between APOLLO’s and Unity’s standard shader. Both images have been rendered under the same settings and image effects. You also need to know that APOLLO can imitate Unity’s standard shader at any time, just by changing the settings. But Unity can’t reach APOLLO’s shading results.
APOLLO PBR is also compatible with Mobile and VR and there will be more shaders that will set Unity’s rendering to its best use Here is a skin shading which is going to be on the package in the next few months.
The main shader is a bit lighter than Unity but you can get a way faster perfomance by using the mobile shaders. Especially if you don’t need effects like AO, emission, parallax etc.
Hi Rispat could you elaborate on Prometheus option? Does it work somewhat like SSS, or Translunency? I noticed its great for waxed wood panels, although im not sure why
Hi bugaj! Prometheus is neither like SSS or Transulancy. As you mentioned it works great for wood and some other kind of materials like cardboard. This is because lighting plays an important role on how those materials look like. Transulancy will emit light on the other side of the shader like if it is passing through but in the case of promitheus those materials are kinda emitting light while absorbing it. This will create a more saturated result to the texture’s colors and it will make the material look even more “alive” regarding its lighting nature. Or by being more reflective it will make a wood look like it is waxed (because of the saturation).
Sure! Unity’s SSR is compatible with APOLLO and it is connected to the shader’s glossiness. All you need to do is activate the specular highlights in the shader and set the camera rendering to Deferred.
That’s great. Is there any plan to support tessellation in the future? Along with SSR, tessellation is quickly becoming the industry standard and it’s difficult to make much of anything without it.
Sure thing! Tessellation is on its way I will have to finalize all standard shaders and then I will start modifying to work with Tessellation and other effects.
One last question (until I think of more): will this package be continuously updated, or are you going to charge more for future updates and all these additional shaders you’re talking about like skin, grass, foliage, etc?
The price will remain the same for any update I will make in the future. Although I will publish additional APOLLO packages regarding Stylized shaders etc.