Releases: orels1/orels-Unity-Shaders
v6.4.0 Dev 5
This is a pre-release. To access it you will need to enable "Show Pre-Release Packages" in VCC Settings
This is a release candidate. Everything goes well - this version will go live as the final v6.4.0
Changelog
Update 6.4.0 focuses on improving the current feature set, quality-of-life changes, and fixing bugs
New Shaders
- PBR
- Hotspotting: An auto-hotspotting shader that can be used to quickly set up reusable hotspot materials
New Features
- Standard-Based shaders can now adjust Stencil parameters
- You can now occlude baked specular via Realtime Shadows. This effect is not physically accurate but can be helpful when used on dynamic objects
- Vertex Lights now properly light up objects using Standard shaders. This requires enabling vertex lighting in Advanced Settings
- You can now apply in-shader tonemapping on mobile platforms. This can drastically improve the look of your environments on Quest/Android. See the full docs here
- Toon shader now fully sports baking. Recommended to be used with a directional lightmap for best results
- Toon shader now has support for vertex-color masking of outline thickness
- Toon shader can now use outlines without stencil. This can be useful for adding extra detail
- LTCGI effect brightness can now be clamped to a 0-1 range and has a Maximum Brightness setting
- You can now use BIRP Standard shader-style Detail Albedo mixing. This can be toggled via "Legacy Albedo Mixing" when using the Separated Detail Map mode.
Bugfixes
- The tangent normals sign is now properly calculated per-vertex. This should not affect most users
- Specular occlusion now properly occludes reflection probes again. You might need to tune the Specular Occlusion slider to adjust the effect
- Fixed off-by-one errors in the channel selector for Albedo and Emission textures
- Shader tags are now de-duplicated automatically, this can help with some issues with Bakery Lightmapper
Other Changes
- The channel packer will now default Alpha channel slot to read from the Red channel, as that is the most common use-case
Full Changelog: https://github.com/orels1/orels-Unity-Shaders/compare/[email protected]
v6.4.0 Dev 4
This is a pre-release. To access it you will need to enable "Show Pre-Release Packages" in VCC Settings
- Added support for basic shader analysis #65
- Upgraded the base project to Unity 2022 #64
- Unity 2019 is still supported although I will be dropping testing in the foreseeable future
Full Changelog: https://github.com/orels1/orels-Unity-Shaders/compare/[email protected]
v6.4.0 Dev 3
This is a pre-release. To access it you will need to enable "Show Pre-Release Packages" in VCC Settings
- Modernized Tessellated Displacement Shader
- Can be now used with configurable shaders via the
Tessellation
andDisplacement
modules - To update old versions of the material to new ones - use the Material Migrator under
orels1 / Tools / Migrate Materials
- Can be now used with configurable shaders via the
- Added an ability to select which materials to migrate/revert
Full Changelog: https://github.com/orels1/orels-Unity-Shaders/compare/[email protected]
[email protected]
This is a pre-release. To access it you will need to enable "Show Pre-Release Packages" in VCC Settings
Included Issues
[email protected]
This is a pre-release. To access it you will need to enable "Show Pre-Release Packages" in VCC Settings
Included Issues
[email protected]
- Added support for adjusting outline width by vertex color (#58)
[email protected]
This is a pre-release. To access it you will need to enable "Show Pre-Release Packages" in VCC Settings
Included Issues
v6.3.0
Installation Instructions
For VCC
Add the following repo URL in your settings
https://orels1.github.io/orels-Unity-Shaders/index.json
If you're not familiar with how to add new repositories to the VCC - check out the VCC docs.
Open the Project Management screen for your project and add the "ORL Shaders" package.
You should be able to see all the shaders in your shaders list under the "orels1" category!
For any other Unity project
- Download and import the
orl-shaders-combined-6.2.0.unitypackage
- All of the shaders should be added under the orels1 category in the shaders list
- Check out these docs to learn more about the shaders available! Base Shader docs is a good place to start
- Enjoy!
Summary
Update 6.3.0 focuses on smaller features and incremental improvements to existing shaders
New Features
- Cutout shaders now support LOD Crossfade
- No extra configuration is required, but here's some extra info
- All shaders that have a "VRChat Features" block now have a "VRC Fallback" dropdown
- This allows you to select how the shader will be displayed when your shaders are blocked by the user's safety settings
- You can see full documentation here
- VFX Laser Shader now supports UV-Space noise for better compatibility with Line Renderers
- Also improved the overall VFX Laser Shader inspector layout
%OverrideTag()
drawer function has been added to the inspector- This allows you to set per-material Shader Tag overrides based on an enum value
- The VRC Features module uses it to set the
VRCFallback
tag value
Other Changes
- Toon shaders now have the VRChat Features module that was missing before
- The
facing
parameter has been changed from usingVFACE
toSV_IsFrontFace
for better compatibility. It is also now abool
type instead offixed
v6.2.1
Inspector Changes:
Fixes compatibility with Unity 2021+ (Newtonsoft) and Unity 2022+ (Material Variants)
Generator Changes:
Fixes an issue where bitangent could be calculated as NaN
making the final shader output NaN
as well
Also added some basic version bumping scripts for better dev experience
Shaders Changes
None. Grab the 6.2.0 release
v6.2.0
Installation Instructions
For VCC
Add the following repo URL in your settings
https://orels1.github.io/orels-Unity-Shaders/index.json
If you're not familiar with how to add new repositories to the VCC - check out the VCC docs.
Open the Project Management screen for your project and add the "ORL Shaders" package.
You should be able to see all the shaders in your shaders list under the "orels1" category!
For any other Unity project
- Download and import the
orl-shaders-combined-6.2.0.unitypackage
- All of the shaders should be added under the orels1 category in the shaders list
- Check out these docs to learn more about the shaders available! Base Shader docs is a good place to start
- Enjoy!
Summary
Update 6.2.0 brings a couple of new and highly requested shaders like Puddles. It also adds a new system for creating your own custom shaders called Configurable Shaders, and a bunch of new features and improvements to existing shaders.
New Shaders
- PBR
- Puddles: a puddles variant of the PBR shader with support for different puddle drivers, e.g. based on Depth texture, mask texture or a vertex color. Also includes the rain droplets effect
- VFX
- Patterns: a collection of procedural patterns you can use to make looping effects for extra background detail
- Glitch Screen: a shader aiming to create a glitchy screen effect, inspired by Stray
- Toon
- UV Discard: a shader that allows you to hide pieces of your mesh using UV Tiles
- Transparent PrePass: a variant of the transparent shader with 2-Pass transparency. Useful for things like Hair on avatars
New Features
- Configurable Shaders
- This new system allows you to mix and match all of the features available in the ORL Shader Package to your liking!
- To start, right-click anywhere in your project, then Create -> Shader -> orels1 -> Configurable Shader. This will make a new instance of a configurable shader you can set up in the inspector
- Give your shader a name
- Select the "Lighting Model" you want to use, the default is PBR which should work well for most use-case
- Add any modules you want to add
- If you want to add something "on top" of an existing shader. E.g. you want the Puddles Shader to Dissolve - then you can select "Standard Puddles" in the Base Shader dropdown and then add a Dissolve module on top
- Click Apply!
- You can now select the new shader on the material of your choosing
Not every module is compatible with every other module. The Inspector will try to make it clear when you're trying to do something unsupported, but I encourage you to mix and match and see what works! Sometimes things might work better in a particular order, as you're essentially "stacking" effects together. The modules on top of the list are added first
%SetProp()
drawer function has been added to the inspector- This allows you to set a property of your material to some specific value based on another value
- E.g. you can set the Stencil operation to Keep or Replace depending on whether the Outline is enabled or not (used by the main Toon shader)
%Preset(<path to presets folder>)
drawer function which displays a dropdown of Unity material presets from a particular folder- This is used by the VFX Patterns shader to display a bunch of pre-made effects you can build on top of
%TemplateFeature(<FeatureName>)
support- This allows you to define a block or piece of the template as optional, and then enable/disable it inside the specific shader module via
%TemplateFeatures("MyFeature")
- This is now used for the 2-Pass Transparency Toon Shader
- This allows you to define a block or piece of the template as optional, and then enable/disable it inside the specific shader module via
Other Changes
- Improved Specular Occlusion defaults and overall behavior
- Fixed LTCGI path (requires LTCGI update)
- New "Rim Mask" option for the Toon's AudioLink module
- Fixed Vertex Animation shaders batching incorrectly
- Added support for backface tint for Toon shaders
- Added
facing
param support for making your own shaders (used by Toon) - Fixed a bug where the toon shader would break Unity UI masks
- Neon Tube shader now has masking support for the covered part
- Matrix variables are now properly supported by the generator
- Repack texture button no longer looks ugly at some UI scaling levels 🎉The majority of Toon shader features now support independent tiling options, great for detail textures!
- The VRChat Features docs link is now pointing to the correct spot
- Added support for exporting generated shaders without CoreRP sampling macros (for external tool compatibility)
- Added support for switching between World Space and Local Space for Laser and Shield shaders
- Fixed an issue where the texture packer would not read the correct texture color space
- Rim Light in Toon shaders now respects the alpha value of a color
- Width slider for the Outline is now using a Logarithmic scale for better control at low values
- Toon Transparent shader now supports a separate alpha texture
- Added a
VFX
variant of Layered Parallax
This affects the following issues: