Xiexe's Unity Shaders v2.5
SHADER CHANGES:
- Added Dissolve effect support for fancy transition animations.
- Added HSV adjustment sliders.
- Added RGB Clip Map for Dithered / Cutout / Alpha Masked blend modes. This will allow you to mask out certain parts of the mesh and serves the same purpose as the CutoutMasked variant used to.
- Added Single Pass Instance rendering mode support for platforms like StarlightVR.
- Added Additive blend mode.
- Added Refractive blend mode (this toggles on a grabpass! Use at your own discretion! this can be expensive!)
- Added support for using Vertex Colors as the normal direction for outlines (requires a tool to bake)
- Added support for using UV2 channel as a normal direction for outlines (requires a tool to bake)
- Added Anisotropic support for cubemap reflections.
- Changed Specular Mode "Sharp / Smooth" to a slider. You can now blend sharp and smooth specular together for a mixed result.
- Overhaul shadowcaster to be inline with the rest of the shader to make maintenance easier.
- Overhaul Specular model to use Filament GGX_Anisotropic; setting Anisotropy to 0 will result in non anisotropic highlights.
- Overhaul vertex light support, each vertex light will now be treated as it's own entity, and should result in higher quality results from vertex lights.
- Overhauled Occlusion support - Occlusion now supports "Indirect" and "Integrated" modes. "Indirect" will function like standard shader, and "Integrated" will affect the shadow ramp to make it follow the occlusion areas.
- Remove all blending mode variants and merge them into one unified shader, blending modes are in material inspector now.
SHADER BUG FIXES:
- Fixed an issue where lighting would always be too dark after the VRChat Graphics Jobs update.
EDITOR CHANGES:
- Move editor scripts to their own namespace