[LEGACY] PIDI - Realistic PBR Skin + Eye Shader for Desktop, Mobile & Lightweight SRP!

This asset has been deprecated in favor of PIDI : Advanced Skin Shader 2. Please head over here for more information.
ORIGINAL POST
Version 1.9 of PBR Skin & Eye Shader is available now on the Asset Store
Improvements :

  • Brand new UI design, easier to understand and with helpful links to the online documentation.
  • Improved translucency method for Forward rendering on the Standard Pipeline
  • Added support for LWRP 6.9 in Unity 2019.2. This will be the last update for LWRP so do not expect this asset to work on 2019.3 with Universal RP. Compatibility with LWRP is limited to Unity 2019.1 and 2019.2 only
  • Updated and rewritten sections of the offline documentation

Changes :

  • Translucency color now behaves more accurately in all pipelines
  • PBR shader variant has become the default one
  • Unity 5.6, 2017.1, 2017.4, 2018.x, 2019.1 and 2019.2 are supported making this our most extensive release yet !

ORIGINAL POST

VERSION 1.9 NOW AVAILABLE!

We want to introduce you to our new asset, a Physically Based Skin Shader for Unity 5, compatible with all versions from Unity 5.6 to Unity 2019.2 on Forward, Deferred and Lightweight SRP pipelines!

Add impressive levels of detail to your human and non-human characters with this high quality PBR based skin shader.

With support for the latest AAA techniques such as translucency, scattering and wrinkle/expression maps, you can now add a whole new level of realism to your artwork in an easy way.

The package includes several variants of the same shader for hardware ranging from smartphones to high end desktops.

With support for the latest AAA techniques such as translucency, scattering, high frequency skin detail maps and wrinkle/expression maps, you can now add a whole new level of realism to your artwork in an easy way.

Wrinkle maps are especially useful when developing realistic characters, as they allow to add much finer details to the mesh and make the dynamic expressions a lot more believable. Besides, thanks to the included utilities, you can sync them to blendshapes, bones or both to make your animations more realistic than ever before!

Also included is a dedicated eye shader that will make your characters look even more life-like!

Real time translucency is also supported and done in a realistic way, based on depth maps depending on the view direction for a more believable result under all circumstances.

The shader is fairly easy to understand thanks to its clear interface, but it also comes with a full documentation manual including explanations on how to design the different maps for it, including how to integrate the wrinkle and normal maps into a unique Merged Normals map, which greatly optimizes the memory use of this shader. Tools are also provided to merge, generate and easily convert textures and grayscales into maps compatible with the shader’s workflow!

Highly customizable, compatible with all basic unity features including point and spot shadows, well optimized and easy to use. Mobile versions are also included!

This shader is being used actively in our own game, meaning that it will have continued support and updates as we use it in our own projects as well. Here is a screenshot of the shader in a real-life (WIP) application :

New features with version 1.2 :

  • New shader variants with support for both forward and deferred shading. The previous shader variants have been marked as “Legacy”.
  • New included Eye shader for your characters!
  • New shader variants with support for Lightweight SRP 1.15 on Unity 2018.1 (no vertex lighting, low end version nor tessellation are available on Lightweight)
  • Support for 2 per-instance decal/overlay textures with their own smoothness and specular values.
  • Support for per-instance skin color and smoothness. Give a different look to each character instance even if they are sharing the same material.
  • Support for 12 facial wrinkle regions instead of the 7 from the previous version.
  • Improved lighting methods for forward and highly efficient custom lighting method for deferred (works with ANY deferred shader compatible with Unity’s standard shaders)
  • Dynamic wrinkle helpers that automatically track blendshape values.
  • Dynamic wrinkle helpers that automatically track bone positions/rotations
  • New high quality demo assets to showcase the new features.
  • Improved documentation with more extensive tutorials.
  • Map packer, an utility to easily convert, merge and generate skin data maps for this shader from simple grayscale inputs or to upgrade maps from the previous version.
  • Highly improved translucency algorithm.
  • Highly improved lighting on the Mobile (High End) shader
  • Improved look on the Mobile (Low End) shader
  • Fully compatible with PostProcess stacks.

Changes in version 1.1 :

  • Improved Light warping across all shaders
  • Improved normals’ soft factor (Internal)
  • Added 2 new basic and Mobile-friendly (Pixel Shader 2.0 level) variants of the shader with and without support for translucency.
  • Mobile shader (low end version) uses a vertex-lit lighting model for maximum performance
  • Improved performance for all shaders
  • Custom vertex lighting functions on all shaders for better results when exceeding the maximum amount of pixel lights on the scene.

We hope our assets will help you to create great games. For any questions or doubts, please reply on this thread and we will do our best to answer them all!

Lightweight SRP lighting demo :

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This asset is now available on the asset store :slight_smile:

The link to the asset store was not published before, so here it is :
https://assetstore.unity.com/packages/vfx/shaders/pidi-pbr-skin-shader-106600

New update to v 1.1 is now waiting for approval.

Upcoming features of version 1.1 :

  • Improved Light warping across all shaders
  • Improved normals’ soft factor (Internal)
  • Added 2 new basic and Mobile-friendly (Pixel Shader 2.0 level) variants of the shader with and without support for translucency.
  • Mobile shader (low end version) uses a vertex-lit lighting model for maximum performance

New update 1.1 is live on the Asset Store!

It includes improved lighting functions as well as 2 new shaders designed for mobile devices.

  • High end version (Pixel shader 3 level) includes basic translucency + scattering + full PBR
  • Low end version (Pixel shader 2 level) includes scattering and a custom vertex lighting method for maximum performance (1 draw call + shadows if enabled)

New in version 1.1

  • With the new low end version of the shader (for mobile) and its custom vertex lighting functions, all shaders received a small performance boost and a big quality boost during scenes with many lights since this new shader has become the final fallback for the whole collection of shaders.

We are happy to make a small announcement here. Our asset, PIDI - PBR Skin Shader is now part of the collection of assets that offer a discount for Plus/Pro users.

If you are a Unity Plus/Unity Pro user you can get this asset now for only 20 USD :slight_smile:

We have very exciting news to share with you here. We have been making, for the last few months, extensive rewrites and updates to this Skin Shader to allow it to run on the deferred pipeline.

After doing this, we ended up with a custom deferred pipeline that supports translucency, subsurface scattering, skin rendering, complex hair and eye shaders, dithered transparency, anisotropic highlights, cloth shading, refractive shading and highly improved point shadows.

Using it is as simple as assigning it to the Unity inspector under the Graphics/Custom Deferred shader slot. No need to modify libraries, no need to replace any existing shaders in your project, no need to add any scripts to your cameras.

Just drag and drop, ready to use in less than 2 minutes.

This system is, however, a lot bigger than just the skin shader and many people only need a skin shader and dont want to replace the built-in deferred system or their own custom systems, which is why we will be selling this as its own asset. We are still deciding over the price, but we have also decided to give any person who purchases the Skin Shader on its own as it exists now in the store a special price for this other tool.

This tool is still a work in progress, we are polishing it, but right now it works on both DirectX and OpenGL (Linux) without any issues.

Here is a small demo you can download to see this Alpha version in action :slight_smile:

Hey just tested your download and I’m getting a purple screen. Even the unity logo appears in purple.

1 Like

Hi there, can you tell me your specs please, and test this alternative download? :slight_smile:

https://www.dropbox.com/s/v61z77q3mrayhut/Full DX11.zip?dl=0

The previous one was compiled on OpenGL so it may be a drivers issue (there is no reason for our asset to make the logos purple since those run well before our own asset even begins working…so it really may be a drivers related issue)

This new download is compiled for DirectX11 so it should work well.

Thank you for testing it and letting us know, it is a WIP and we want to polish it as much as possible :slight_smile:

The DX11 works correctly.

My specs:
Win 10
R9 280
8gb ram
i5 3500

I don’t even remember when the last time I updated my drivers :smile:

I had the same issue with an old Windows 7 PC I was trying it on a few days ago :smile:

Thank you for testing it, it’s good to hear that the DX11 version is working without issues :slight_smile:

A small demonstration of this skin shader working alongside our deferred system mentioned above for eyes, hair and clothes

It is an early WIP from a game I’m working on. :slight_smile:

The skin shader shown in the video, while working in deferred mode, produces the same results as the one currently in the store :slight_smile:

I am considering to add the hair, clothes and eyes shaders (seen in the video above) to this package to turn it into a more complete “Human Character Shaders Pack”, for the forward rendering path.

This would mean a small price raise of around 5-10 dollars, but I am interested in hearing your opinions about it :slight_smile:

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Version 1.2 is coming soon and it will be a BIG update to this package. Here are all the planned new features coming in around 2-3 weeks :

  • Support for Lightweight Pipeline (partial support, since several features of this shader are not supported by the pipeline). A comparison table of features in the standard and lightweight versions will
  • Script controller for better management of the facial wrinkles. This will allow you to manipulate the wrinkle maps and expressions of your characters far more easily.
  • Deferred version of the skin shader ( with limited support for translucency and scattering since custom lighting is not supported in deferred )
  • Map Packer. A tool that lets you combine automatically the main normalmap and the wrinkles normalmap into a single texture compatible with this shader.
  • Basic decal support. Add another set of textures to show mud, dirt or blood on your character’s skin.

Thanks for reading!
EDIT : These features represent a lot of improvements and additions to the original package and they will also take a lot of time to support (especially the new Lightweight SRP port of the shader) so it is almost sure that the package will get a price raise of 5 dollars.
I am still deciding on this, but remember that no matter when you buy this package you will receive all updates for free regardless of price changes, so if you want to get it at its current price before any raises you still have a couple of weeks to do so and you will still get all updates without any additional charges :slight_smile:
Thanks for reading!

Cool looking shader! How easy is it to overlay textures for stubble or eyebrows? Is there any shader support for those kinds of textures or makeup etc?

Thanks!

Edit:

Just read about the decal support, does that mean those decals are static access animations? Ie- if the brows move up, will the eye brow hair decal follow the mesh?

1 Like

Hi there!

Thanks for your interest in this shader !

Right now there is no support for decals (which would be used for makeup/eyebrows/stubble) but that is coming on the fast track and might be ready as early next weekend (the update is taking a bit less time than initially expected, I’m just finishing some new demo assets and the Lightweight version). The update however will come with a price raise as described above from 25 to 30 USD.

In short, the support for those features is not there right now but it is coming between next weekend and May 24 (give or take a few days depending on how long Unity takes to approve the patch, but it is usually 1-3 days ) along the price change :slight_smile:

In the upcoming version 1.2 there will be support for only 2 decal maps but it will be improved to support more in future updates :slight_smile:

Hope this info helps!

1 Like

Hi again,

I just saw your edit. The decals are managed as additional overlay textures mapped to the mesh either through the primary or secondary UV channels. This means that they will move with the mesh no matter if it is animated or using blendshapes.

In version 1.2, along this 2 decal maps (or overlay textures) I am running optimization tests to allow additional normal and smoothness maps to be added to match these decals when needed :slight_smile:

EDIT : I just wanted to be a little more clear. Since these decals are overlay textures and not additional geometry, if your mesh moves the decals/overlays will move with it, so no worries about the eyebrows or stubble falling out of place :slight_smile:

1 Like

Fantastic! I will definitely be picking this up! Thanks for the insight!

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No problem, thank you very much for your interest and for choosing this asset.

I hope it will be very helpful for your project, and if you have any doubt make sure to contact me and I’ll get back to you ASAP ! :slight_smile:

1 Like