Released: Full Control Shader

Hello everyone

I want to present my new asset to you; Full Control Shader is now live on the asset store.

Easy “All In One” shader for your professional needs. Have you ever wanted to have properties from different shaders combined in one! Full control shader has what you want!

Features:

  • UV animation support.
  • Normal map with bump intensity (bumpiness).
  • Specular map with specular power (shininess), and specular color.
  • Detail Map.
  • Emissive map with emission color, and emission power.
  • Rim lighting effect (Rim color + Rim power).
  • Toon-like outline color with outline width option.
  • Alpha Cutoff for transparency.
  • Reflection cubemap, and reflection power.
  • Blend effect (blend texture, and blend value parameters) in separated full control shaders.
  • Two variants: animated and non-animated shaders.
  • Includes Mobile-optimized shaders (animated, and non-animated variants).

You can get it here: Full Control Shader

PS. The screenshot is taken without using any Unity Pro image effects.

Hello;

A promotional launch price is 5$ :slight_smile:

Cheers

Hi I’ve got a few questions about your shader. Firstly does it work on mobile platforms and does it include the source so that it will compile for all unity platforms as they are released eg ps4 or is it precompiled so it won’t . Also how good is it’s performance, I’m concerned that there will be quite a performance hit from using it as it supports so many features or is it smart enough to skip any properties that aren’t used ? I’m looking for a shader that is suitable for glowing animated plasma , do you think it would be suitable and able to run on high end mobile phones as well as consoles and pc ?

Hello

The shaders are not precompiled, so you have their source code, and it uses SM 3.0 for both vertex and fragment shaders.

For the performance I did not test them on mobiles, my opinion is that you might have good results, but be sure not to use my shader on all your game objects! The goal of Full Control Shader is to be able to play with different parameters, which you can find on multiple/separated shaders available, but combined in one shader! By example if your game object needs only a diffuse or diffuse-normal maps then you should use the Unity built-in shaders instead to save you memory.

I think that my shaders could provide you a good glowing animated plasma for high-end mobiles, like the animated glowing lava in the provided example demo scene of the asset.

Anyway, a full-properties shader for only 5$ is a good deal, and a must-have I think :slight_smile: Attention that I think of adding some new features to it, and mobile-optimizations, so the price is going to rise in that case.

Cheers

Hello everyone;

I want just to inform you that I’ve just finished working on a Mobile-optimized version of my shaders and sent the update to the asset store! So when it will be available I will inform you here.

Stay tuned :slight_smile:

Cheers

Hello everyone;

New update 1.1 is live now on the asset store.

V1.1 Changelog

  • Added Mobile-optimized shaders: two variants; animated and non-animated shaders.

Cheers

Hello everyone;

Update 1.2 is now available on the Asset Store.

Changelog 1.2:

  • Added Blend effect, with blend texture and blend value parameters (animated, and non-animated variants, for both desktop and mobile).

The price is now set back to 10$, I am planning to add new features so the price is likely to rise!

If anyone is interested by specific features then let me know here, why not :slight_smile:

Cheers everyone

Need more screenshots and videos/demo yet desirably.

If you’r looking to add new features perhaps control of fresnel power or perhaps a separate physically based shader where you could have sliders for all the physical properties such as refractive index , freshnel , density etc would be pretty nice. As the person above says though I think it might be an idea to create a web demo or at least add some more screenshots as at the moment it is difficult for people to get a good idea how good the shader is.

Hey, I have a question about specular color… it doesn’t effect anything. with texture or not. It just changes intensity and not a color… please advise

Hello

If you don’t have a specular map, then the specular color will change the specularity of the diffuse texture based on its alpha. So go to your diffuse texture in the project settings, and check “Alpha from Grayscale” then hit Apply, and now you will get a specularity color :slight_smile:

Cheers

Hello:

Are the shaders written as surface shaders or they are vertex-fragment shaders?

Cheers

Hello

They are surface shaders :slight_smile:

Cheers

Hi there!

Using your shader set in a commercial product visualisation project right now and just wanted to let you know that there are some issues with your mobile shaders on some of our Test Android devices: While working fine on an Sony devices (Walkman and Z3 Tablet) They wouldn’t work on our Samsung Galaxy Tab 2 and the Samsung Galaxy Note 8: They would just crash like the desktop versions.

A custom modification of your non-mobile shader with removed SpecMaps+SpecLights and Normalmaps is working fine on all devices however.

So maybe you could have a look at your mobile shaders again? I would provide any further info you might need. Thanks in advance!

Hello, I would like to buy this as it seems interesting and useful, BUT as there is NO screenshots, demos, videos or a unity webplayer showing what this can do and what really can be done with this I do not want to spend the money on something that I really do not know what it is really and how it works and what will you get. Sorry

It would be really much better if there could be more information and more screenshots showing what this can do

Thanks

Hello

Update 1.3 is now available:

  • Improved compatibility for the mobile shaders.

Cheers

Hello

Update 1.4 is available on the Asset Store, now supports Unity 5.

Cheers