Sinister PBS Ready For Release, Preview

Hi again Forum

A few months ago we started creating a physically based shader that not only was the best performance
of all the PBS assets on the asset store but uses the same maps as unity 5.

Over 200 beta testers later this is what we have got done

  • Uses the exact maps as Unity 5
  • Ambient Occlusion map
  • Glossy Specular and reflections
  • Specular strength map ()
  • Metal roughness ( For simulating most materials ) Spec strength Alpha channel
  • Illumination map
  • Tileable detail normal maps (with Blending)
  • Diffuse and Specular color select

3 Different Shaders, Standard/ Cut out / Transparent

Let me know what you think and if everyone is happy with it i will release it asap
We have tryed to keep this asset as cheap as possible for people that are staying on unity 4 for a while
so this asset will be released at $15

YouTube Preview

Cheeky. :roll_eyes:

I have a Question :

  1. What is the workflow to generate the Ambient (SphericalHarmonics) and Reflection cubemap to use for your PBS in Unity 4?

  2. The Shader is based on Blinn-Phong or GGX model?

This asset Comes with a cubemap generator to create reflections

As for Ambient lighting this is just a physical based shader so to get ambient light you make sure the metal roughness
is high but not full roughness or it will lose reflection completely and also lose any ambience associated with it

For Example

As for the shading technique this is done surf Physical and does not use any .Cginc files
#pragma surface surf Physical fullforwardshadows

Is that a good thing or bad thing lol

I still use your beta version of this shader, i can see you have added more features and made allot of fixes already but
i have a few questions.
the version i have is quite an early version and would like to know if a few things where fixed

Does it now support real-time shadows from point and spotlights as the one i have is directional shadows only?
will you be adding a a detail diffuse map with tiling support?

Love this BTW

Yes it now supports real-time shadows from any light type
As for detail diffuse at this moment it does not have that option but may add it in on a separate shader :wink:

Transparency and cut-out preview