Multi Material Mask Shader [RELEASED]

PLEASE NOTE: THIS ASSET HAS BEEN DEPRECATED AND IS NO LONGER AVAILABLE.

MULTI MATERIAL MASK SHADER is an advanced and flexible shader for Unity and Unity Pro that allows developers to quickly enhance the visual fidelity of any game object. Define and control up to 5 additional physical properties, as well as sub-surface-scattering, reflectivity, and color falloff warping for each material. MMM incorporates a “plug-and-play” type drop-in material system for quick and easy customization.

Multi Material Mask Shader has two components that set it apart from typical Unity shaders. The first is the usage of
“texture masks” to add additional enhanced properties to your game objects. The first texture mask will control the
addition of sub-surface-scattering, self-illumination, self-colored specular, and detail texturing.

The second texture mask controls the addition of custom “property material” textures, which set reflectivity,
metalness, tint and specular color, sub-surface-power, and add custom fresnel falloff colors for each space on the
texture as defined by the mask texture. This allows you to quickly define separate areas on your texture for different properties… such as metal vs. skin vs. cloth for example.

Additionally, Multi Material Mask Texture also allows a detail texture to be added in 3 different blending modes, multiply blend, screen blend, and color blend (with an on-shader color attribute).

The combination of these attributes bring a new level of visual fidelity to your game objects.

Available Now on:
Tanuki Digital.com
Unity Asset Store

Webplayer DEMO

Features:

  • Add up to 5 additional physical properties for each material
  • Includes 10 preset property settings, or create and add your own
  • Drop-in system for quick and easy customization
  • Texture mask technique for full control of all shader attributes
  • Texture-based Sub-Surface-Scattering
  • Detail Texturing with 3 preset blend modes (color blend, screen, and multiply)
  • Luminance map for glow / self-illumination
  • Self-colored Specular map
  • Includes example scene (see demo)


Documentation:
The Multi Material Mask Shader includes extensive feature documentation. You can review this documentation to get a clearer idea of how Multi Material Mask Shader can contribute to your projects. View Documentation Here.

Multi Material Mask Shader has been submitted to the Asset Store, and should be available sometime next week. :slight_smile:

Look intersting. How is performance?

Hi Olafson,

The main shader takes 2 draw-calls, because the Sub-Surface-Scattering is re-lit in a second “back scattering” pass. I’m also including a second shader that performs in a single drawcall, the only difference being it doesn’t render lit SSS.

And finally there’s a third shader included that has SSS and exposes all the configurable physical properties which can be adjusted in real time… (such as metallic, hot specular, etc) instead of using the plug-in textures for these settings as the above 2 shaders do. this last shader is 2 drawcalls (because of the SSS).

Overall the performance is very good, as this isn’t doing any true scattering calulations, instead it is relying on texture masks, and custom fresnels for the majority of the blending and falloff work. HOWEVER, because of all the attributes in the shader it will require Shader Model 3.0 or higher.

Hello All,

I’m happy to announce that Multi Material Mask Shader is now available on the Unity Asset Store. Thanks to the asset store for such a quick review!

Hi all,

Just a quick update to let you know Multi Material Mask Shader has been updated to version 1.01. Below is a list of changes:

  • NEW - labelled on-shader material properties according to the color channel they represent
  • NEW - addition of _SpecCol attribute on shader to define separate specular color
  • FIX - on-Shader Specular calculations
  • FIX - pixel edits on demo soldier mask textures
  • CHANGE - extra un-used layers removed from texture files

Get it now on the Asset Store!

Hi,

No update since 2013/04. Does it works on Unity 4.3.x?

Hi ZJP,

No updates, since last April, I’ve tested it up to Unity 4.3.4 and everything is working as expected. :slight_smile:

I haven’t received much feedback on this shader to be honest, thus I haven’t really seen where it needs improvement or changes. Any recommendations you have are more than welcome.

I’ve always liked the idea for this asset, but I’ve not found a place to use it yet.

For a long while I was thinking it would have a natural role with the UMA procedural character generator, but apparently it may not.

Maybe the price is to high? :smile:

Thanks for the reply.

hopeful - I may be the only one in this forum who hasn’t checked out UMA in depth. As far as I’m aware UMA doesn’t use special shaders (does it?), any reason why this, or any other shader wouldn’t work with it?

ZJP - Maybe the price is to high? IMPOSSIBURU! :smile:

Hmm … I’m not the one to talk technical stuff about anything, really … but UMA does need tweaked shaders from what I understand. Right now they’re tweaking Lux.

When someone was asking about the ability to use different shaders in conjunction with UMA I mentioned MMMS, but I was told it wasn’t necessary. Probably what was meant is that UMA gives the ability to break a body up into an unlimited number of sockets, and each socket can have its own shader / material, so there’s no need for masking.

say Gg:)