► Beast ◄


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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.

Update history

v2020.1
• Updated for Unity 2019.3

v2019.3
• Updated for Unity 2019

v2019.2
• By customers request restored feature to recalculate Normals and Tangents.

v2019.1
• Shaders are Curved World compatible. Check “Integration_CurvedWorld” file.
• Updated for Unity 2017.4 and Unity 2018.2
• Plugin can be placed anywhere inside project and does not require specific installation location.
• Reduced keywords
• Removed recalculation of normals and tangents.

v2018.1
• Unity 2018.1 compatible

v2017.6
• Unity 5.6 compatible
• Normal recalculation (like tangent) now is optional.
• Added ‘Image Effect Quality’ parameter for optimizing tessellation calculation within image effects rendering.
• Added solution for generating mesh with averaged normals for reducing edge cracks in vertex displace.

v2017.5
• Added Phong tessellation
• Tangent recalculation now is optional

v2017.4
• Added GI support

v2017.3
• Improved tangent calculation
• Added option for debugging shader generated normal and tangent.

v2017.2
• Compatible with Unity 5.4 and 5.5
• Added shadow caster LOD option for reducing tessellation factor inside shadow pass (mostly high tessellation is not necessary and visible inside shadow).

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10 Likes

Reserved.

1 Like

Dynamic terrain/mesh deformation? :slight_smile:

2 Likes

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.

1 Like

Surface deformation technique via shaders

1 Like

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 ;))

1 Like

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?

1 Like

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

The name of my ex-wife.

14 Likes

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.

1 Like

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?

6 Likes

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: