Chickens Shader Bundle 1.6 is released on the asset store and Unitymagic and will hopefully help you to make better looking graphics. The price is $40(on the asset store).
Right now it contains:
Self Shadowed Parallax Specular Mapping.
Cook-Torrance Bumped Specular lighting.
Approximate self shadowed Relief Mapping.
Faked subsurface scattering skinshaders. Version 1.3 supports translucency..
A Toonshader with variable lighting steps.
Forcefield shader.
Translucency shader.
A simple image based lighting shader.
Screen space subsurface scattering (Requires Unity Pro!)
All of them, except the screen space subsurface scattering effect work, with the Indie and Pro Version. Screen space subsurface scattering requires Unity Pro.
All shaders are SM 3.0 and are forced to be drawn in forward mode, because they use a custom lighting function. (They do still work with the deferred renderer)
Please let me know what you think about it, if the price is too high/too low, if you have any questions, any feedback, wishes for additional shaders/features and of course bugs.
Especially wishes, because it helps a lot to know, what type of shaders are needed.
Have a look at the videos for a better idea of what the shaders look like, or try out the webplayer demo.
So far, greetz the chickenlord
Update 1.1 changes:
Skinshaders:- Shader changed to run in 1 pass instead of 3, making it only 5% slower than bumped specular on my pc.
Changed so it preserves the overall brightness and added a variable to adjust it.
Added a configurable light traveling effect with lightcolor changes (the red glow on dark edges).
Added adjustable specular light spreading to the subsurface layers.
Added a simplified version for artists who don’t wanna adjust lots of values, which is also slightly faster.
Added a simple SM2 fallback. Self Shadowed Relief/Parallax Mapping:- Fixed a bug which could cause holes in shadows for large height values.
Added defines to make it easier to change the number of lighting/depth steps.
Added a Toonshader with variable shading steps and outline thickness.
Added a Forcefieldshader.
Update 1.2 changes:
Added a non silhouette clipped relief mapping version, that receives shadows.
Fixed a bug in the skinshaders causing wrong subsurface lighting for low attenuation values.
Added a new Skinshader version (1.3), which needs less instructions, allows smoother looks and supports translucency.
Added a translucency shader.
Added a simple image based lighting shader, using a cubemap as lightsource. Number of light samples can be changed in the shader source. (Read the instructions!)
Update 1.3 changes:
Added various detail shaders.(Relief mapped, bump mapped and parallax versions)
Added a toonshader using a ramp texture instead of lightsteps.
Added non self shadowed relief mapping versions, which can benefit from the deferred renderer as well.
Slightly changed the skinshader v1.3 to allow a more realistic subsurface scattering look.
Fixed a bug in the IBL shader causing wrong light samples being taken.
Update 1.4 changes:
Added a Skinshader version using a separate specular map.
Added a screen space subsurface scattering post processing effect (Requires Unity Pro)
Update 1.41 changes:
Added cutout versions of the simple sss shader and skinshader 1.3. They use the MainTexture’s alpha channel for transparency and a separate specular map.
Update 1.43 changes:
Changed the 1.3 skinshaders to allow for a varying ambient occlusion intensity.
Added toonshader versions using a separate specular map, so that transparency and specularity can be adjusted indepently.
Added toonshader version whith an adjustable outline sharpness.
Added various reflective fresnel cubemapped version.
Update 1.44 changes:
Fixed cutout shadow bug.
Update 1.45 changes:
Added transparent Rim Lighting as requested, double/single sided versions and unlit.
Added Rim Lighting and Forcefield example scenes.
Changed various property display names for clearer understanding.
Update 1.5 changes:
Converted shaders to support directional lightmaps and per-pixel light probes. The ones which support them can be found under Chickenlord/3.5/
→ Note: Detail Shaders don’t support per-pixel light probes and translucency shaders don’t support directional lightmaps.
Added a new bumped specular shader which supports both diffuse indirect lighting and specular indirect highlights, using the new light probe system.
Update 1.51 changes:
Added an outline glow effect (Requires Unity Pro!)
Fixed a bug in the translucency shaders which would cause flickering lights.
Added a translucency spread slider to the translucency shaders.
Minor performance improvements to some of the cartoon shaders.
Fixed a bug in the screenspace subsurface scattering effect, which created multiple unused cameras.
Added a bumped diffuse detail version.
Please note: Screen space subsurface scattering is a heavy effect, requiring some performance!
In addition it is in an early stage, so there may occur bugs and/or issues. Please let me know if you’re having trouble so i can fix it or help settings it up correctly.
I would love to write some cool mobile shaders. But sadly i don’t have any mobile licenses (neither ios nor android), so i can’t help you out with that one, sorry.
Thx. I’ll probably release Update 1.1 in a few days, with a few new shaders, few bugifxes optimizations etc. Still working on it though and i wanna create a few more videos, to show whats changed and whats new.
The parallax specular mapping on the bricks with the self shadows remind me of Oblivion’s shading. This shader will definitely get more AAA looking games out there. I have yet been able to get great looking parallax shaded walls with Unity…until now.
I’d like to see more video examples of the parallax specular mapping on the bricks I’m really interested in this.
Question though (which I don’t think has been asked yet) does it require pro?
No, all shaders work with the Indie version as well because that is really important to me.
I guess i’ll also add some information on how fast the different shaders are (with a standard setup). Don’t know how this will exactly look like, because wiriting down just the number of instructions and texture lookups might not say anything to some people.
Oblivion btw used, as far as i know, parallax mapping in the original version and steep parallax mapping with Oblivion IV Mod.
Thx. Glad to see you like it. Im going to do a video on whats changed in the skinshader and how to use today.
Again if you have any shaders you’d like to see in this package, let me know. Because i really want to add more stuff to this package, however i don’t really know what people need. And i don’t want to add shaders, which may not be useful for anyone.
I don’t have an ios or android version so can’t give you a definite answer on this, but i’ll try make some assumptions based on the ammount of instructions and tex lookups:
The self shadowed parallax/relief mapping, cook-torrance and skin shaders would probably not run very fast on ios and android, especially not the advanced skins shader and the relief mapping shader. Sadly the performance delivered by current mobile GPUs is nowhere near modern desktop GPUs.
The fast skin variant, cartoon and forcefield shaders should run well on mobile because they have instruction and tex lookup number comparable to a normal bumped specular or parallax shader.
Again, theres no chance for me to test it, so those are only guesses. In any case they are GLES 2.0, so they won’t work on older mobiles.
delayed the tutroial video a bit in order to get the webplayer demo done. It might take some time to load, as its 30mb. You can also play around with a few variables a bit. In the skinshader demo you can only adjust the simplified skinshaders smoothness, but keep in mind the multlayer variant allows more artistic freedom on the setup. It’s just not in the demo, because it would have been way too many sliders for a demo.
Forcefield and Toonshading aren’t in it right now. I’m going to add them soon as well.