Rock Shader – including top down projection
The mesh terrain shader lets you shade any custom mesh using up to 4 detail textures (albedo, smoothness and normal) mixed together based on a RGB splat map. Stochastic procedural texturing on the first terrain layer which will automatically fix any tiling issues.Advanced parallax mapping and height based blending for the first 4 layers.Single pass stereo rendering and single pass instanced rendering have been tested using DX11 and Oculus Rift.Īssign the parallax terrain shader instead of Unity’s built in one and benefit from various fixes, advanced parallax mapping and stochastic procedural texturing which will fix all tiling issues automatically.
on macOS and Metal, Windows 10 and DX11 and Android (Mali and Adreno GPUs) using Vulcan.Īll shaders support Single Pass Stereo rendering - this includes shaders, which sample the camera depth or opaque texture like water, particles, decals and glass. Single Pass Instanced Stereo rendering needs URP when it comes to more advanced shaders. Lux URP Essentials have been tested using Unity 2019.3.1f1 / URP 7.2.
Lux LWRP Essentials have been successfully tested in Unity 2019.1.3, 2019.1.1.10 using LWRP 5.16.1 and Unity 2019.2.0f1 using LWRP 6.9.1. Skin, hair, cloth, transmission, clear coat, glass, fuzz, toon lighting, simple flat shading, lit and shadowed particles and lit extended and lit uberįast outlines, rim based animated highlights, hidden surfaces, screen space decals, billboards and volumetricsĬustom nodes for cloth, transmission, clear coat, transparent, toon lighting and flat shading next to some handy helper nodes like procedural stochastic sampling Parallax terrain, mesh terrain, grass including high efficient grass displacement which does not need a 2nd camera (URP only), foliage, rock, water and tree creator It bridges the gap between HDRP and LWRP/URP by adding missing advanced lighting models and adds a ton of other rendering features to cover a wide range of use cases. Lux URP/LWRP Essentials provide a growing collection of manually written and optimized HLSL shaders and custom nodes for Shader Graph.
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