APOLLO (Light Based Shaders) Official Forum

Welcome to APOLLO (Light Based Shaders) official forum :slight_smile:

Here you can ask questions, post your work and follow every new update of the package.

Find APOLLO on Unity Asset Store
New APOLLO mirror shaders are now available on Unity Asset Store


(Pure screenshot with no image effects. APOLLO shaders on the LEFT Unity Standard shader on the RIGHT)

APOLLO packages which are coming soon:

(Toon shading :smile:)


(Light based Unlit shader)


(Soft and Hard toon shading :wink: )


(Next Gen Car shaders)

LATEST UPDATES FOR THE MAIN APOLLO PACKAGE:
*Subsurface shader included
*New Real-Time Ambient Lighting

NEXT UPDATE:
*Anisotropic shading

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I actually have no idea what a light based shader is. Can you explain with a comparison of venefits vs. the standard shader?

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Hello Rajmahal,

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 :slight_smile:

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 :slight_smile: Here is a skin shading which is going to be on the package in the next few months.

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Thanks … it certainly looks nice. Is there a performance impact vs. The standard shader?

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.

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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

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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). :slight_smile:

thanks:) can you explain how it is emmiting light? you are not talking about emmisive materials, right?

It is not actually emitting light. It is increasing its own brightness through the texture’s colors :slight_smile:

The latest version of APOLLO is here! Check out the new more accurate Metal shading and get ready for the new Updates I am working on! :smile:

Also! Let me know your opinion and get the chance to earn one of my Narcissus packages for free!

I am intrigued. Is this compatible with the screen space reflections included with Unity’s Post Processing Stack?

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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.

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Sure thing! Tessellation is on its way :slight_smile: 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. :slight_smile:

Do they work on the Mac? OpenGL core / metal?

Yep! :slight_smile:

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APOLLO BETA.3 is now available on Unity Asset Store!

What’s new:
*Issues fixed
*All scripts converted to C# with an updated layout
*Finalized Metallic Shading
*New Shader optimization and better rendering
*New Transparent + Cutout Shading

Unity2017.1.0f3
Color Space = Gamma (Good)
Color Space = Linear(Bad)
Future plans to support it?

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