SAS - Standard Anisotropic Shader

Standard Anisotropic Shader, (SAS) aims to model the light behavior seen in striped micro-surfaces. Such cases may be brushed metal or many types of fabrics.
Apart from an anisotropic BRDF, it introduces some options to model other types of softer cloth such as velvet or wool.
All the content seen in the images is included in the package. Check the documentation for more information and tutorials.
Buyers of Cloth Shader for Unity 4 can upgrade to this new version.

Some samples of what can be done:

Carbon fiber:



Metals:

Fabrics:



Web player demos:

Carbon fiber Demo | Metals Demo
Chair Demo | Blanket Demo
**
**Asset Store
| Documentation

7 Likes

Looks great! :slight_smile:

Really nice shader!

Hmmm - is this not compatible with 5.3? I installed it and get pink objects - even in the demo scenes… or is there something I’m missing?

This is in a fresh scene - nothing but the shader package imported - Unity version 5.3.1f1

I tried the web demos but the shaders don’t seem to work. Textures and alpha channels seem to be missing. Is it because I just updated to the latest version of Unity (5.3.1f1)? Perhaps the browser plug-in has a problem.

Hey Paul,

You might have to force re-install the web-player to the latest version to get it to work since the latest Unity installer doesn’t install the player any more. I’ve seen this when I tried to play a new (5.3) build on machines that had the old (5.2) player installed - it can sometimes require a full uninstall/reinstall/restart cycle, but sometimes it just works with an install of the new player.

(Oh - and FYI - the demos work for me, but the asset itself gives me only the dreaded Pink Material of Death)

Thanks for helping others.

Well, many of you have emailed me regarding an issue with 5.3. As you can check, I submitted it with 5.2, so I didn’t know it won’t work in newer versions.
To solve it replace unity_LightGammaCorrectionConsts_PIDiv4 → UNITY_PI / 4.0 in StandardAnisotropic.cginc

Could this asset be used for hair? Or it doesn’t have alpha channel?

Regards,
Carlos

The blend mode I implemented is alpha test. I would suggest to use a multipass render for hair. First pass with alpha test and alpha blend on top. Your idea sounds interesting indeed. I should implement alpha blend too.
Thanks.

2 Likes

Hi
is it mobile ready?

1 Like

Are you… are you just using 2 meshes for carbon fiber? :frowning: I bought this asset solely for that fancy carbon fiber look and you didn’t mention it have to use 2 meshes\2 materials?

Humm… well, carbon fiber is not lacquered by definition. Its basically a fiber framework, it could be lacquered or not.

But anyhow, this sounds like a good idea for the next update. Thanks for that.

Hey guys,
The next update will split the shader into 4 different versions:

  • Opaque
  • Opaque lacquered
  • Cutout
  • Transparent

This will help to optimize the shader. Otherwise, I would have to compute unneeded passes.

The transparent one casts shadows, btw. Next step will be to make experiments for hair shading.

For the lacquered version I have included a single parameter for fresnel reflectance:

2510368--173773--upload_2016-2-14_16-31-7.png

Let me know if you will need extra parameters for this extra layer.

1 Like

I’m also wondering if this is mobile compatible??

Can somebody confirm this?

I’m assuming you don’t have an android device to test on?
As an initial test you could install the Android SDK and in Unity switch platforms to Android and see how it runs in the editor. Then see if you can build an APK successfully.
While this doesn’t guarantee it will run properly on android it is a good test to see if you are using anything unsupported right out of the gate.
Anybody with more knowledge please correct me if I’m wrong!

Could you make this shader compatible with Alloy?

Any way we can see a video of the cloth animating to see how well the shader behaves on dynamic objects?
Because I am seeing things like Ambient Occlusion which are “supposed” to be performance hogs.

The AO is from an AO map (it’s near the top in the Asset Store files list).

@DavidMiranda
I second the request for seeing the cloth animating, please! (and, in fact, seeing the cloth in the video for this version! (cars and balls are lovely but cloth is the reason we’re here!))

I’m guessing the AO is required? Does that imply animating the cloth doesn’t look so good? (Guess I’m asking what are the bounds of usefulness of the asset?)

Thanks, Rupert.

How can I use this shader in the version 5.1, I get an shader error “in ‘Standard Anisotropic Transparent’: unrecognized identifier ‘Unity_GlossyEnvironmentData’ at Assets/Standard Anisotropic Shader/Shaders/StandardAnisotropic.cginc(132) (on d3d11)”?
I can not use a later version of Unity, since there is no longer support web player and my web player builds are broken in these versions.