► Beast - Advanced Tessellation Shader ◄


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Beast is an advanced tessellation shader integrated into Unity’s Standard shader and offering:
• Four type of tessellation:

  • Fixed
  • Distance Based
  • Edge length
  • Phong

• Supporting of lightmapping and global illumination.
• Fully compatible with Unity’s post processing and image effects.
• Faster shadow caster pass with controllable tessellation LOD.

Shaders are Curved World compatibility.

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Reserved.

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Dynamic terrain/mesh deformation? :slight_smile:

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Well, don’t want to be too specific, but, some kind of detail shader for surfaces that give great depth (or height) perception quality. (something similar to POM or maybe high tessellation on small scale)
There goes not being too specific :smile:

(My second guess would be dynamic snow accumulation on surfaces, but doesn’t seem like it by the image)

@moure : Exactly what I was thinking. And combinable with his Curved World, subsurface scattering & Mesh Thickness :open_mouth:

Procedural snow system with terrain deformation. Looks incredible! The clarity of that image is stunning, very impressive.

Looks like a Uber shader set… The name Beast doesn’t imply snow or height particularly but a beast of a shader.

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Surface deformation technique via shaders

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ooooooh some kind of beast of a shader for fancy 3D and surface deformation

if that is a screenshot of beast in action, you can just look after my credit card for me.

A Dynamic / Procedural Snow Shader for Terrain or Mesh with realtime deformation.
(And perhaps with similar water / Rain feature in the future ;))

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Given that it is coming from you it must be a shader. And given the name it must be a beast of a shader. Seeing the incredible high detail in that snow something tessellating with nice other features, some universal shader package?

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Dynamic terrain/mesh deformation with animals, people, cars, anything . . With Snow growth.shader with tessellating.

The name of my ex-wife.

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Looks like a system to allow surface deformation. Would be fantastic to have tire tracks in soil, foot steps in snow, mortar holes in concrete etc.
Now that would be a beast of an asset, and one I hope you unleash.

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Although I agree with everyone that it’s probably a surface deformation asset it almost looks like a new rendering system. The detail looks great.

You were married to a lightmapper?

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I guess it’s a system for dynamic terrain/mesh deformation since there’re snow marks around the scene.

Successful marketing here folks.

8 Likes

Inferred lighting? Basically, a technique of doing translucency under deferred rendering.

Well I will be honest with you!

I don’t care what it will be…
BUT the “screenshot” tells me that I just WANT IT :smile: