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.
I tried the web demos but the shaders donât 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.
You might have to force re-install the web-player to the latest version to get it to work since the latest Unity installer doesnât install the player any more. Iâve 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)
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 didnât know it wonât work in newer versions.
To solve it replace unity_LightGammaCorrectionConsts_PIDiv4 â UNITY_PI / 4.0 in StandardAnisotropic.cginc
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.
Are you⌠are you just using 2 meshes for carbon fiber? I bought this asset solely for that fancy carbon fiber look and you didnât mention it have to use 2 meshes\2 materials?
Iâm assuming you donât 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 doesnât 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 Iâm wrong!
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 âsupposedâ to be performance hogs.
The AO is from an AO map (itâs 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 weâre here!))
Iâm guessing the AO is required? Does that imply animating the cloth doesnât look so good? (Guess Iâm asking what are the bounds of usefulness of the asset?)
How can I use this shader in the version 5.1, I get an shader error âin âStandard Anisotropic Transparentâ: unrecognized identifier âUnity_GlossyEnvironmentDataâ at Assets/Standard Anisotropic Shader/Shaders/StandardAnisotropic.cginc(132) (on d3d11)â?
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.