Various shaders for SLZ URP
- GLSL 99.1%
- HLSL 0.7%
- C# 0.2%
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| Assets | ||
| Samples~ | ||
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| .gitattributes | ||
| Assets.meta | ||
| CHANGELOG.md | ||
| CHANGELOG.md.meta | ||
| LICENSE.md | ||
| LICENSE.md.meta | ||
| package.json | ||
| package.json.meta | ||
| README.md | ||
| README.md.meta | ||
| Samples~.meta | ||
| Scripts.meta | ||
MabelsShaders
Various shaders for SLZ URP.
Shaders
LitMAS+
- LitMAS+ Opaque
- LitMAS+ Alpha Clip
- LitMAS+ Transparent
- LitMAS+ Fade
- LitMAS Triplanar+ Opaque
- LitMAS Triplanar+ Alpha Clip
- LitMAS Triplanar+ Fade
- LitMAS Triplanar+ Transparent
Difference from LitMAS
- Bakery MonoSH Lightmap Support
- Parallax Occlusion Mapping
- Alpha Clip Support
- Multiple MetallicGlossMap format support (MAS, MASK, RMA, ORM)
- Non-Linear Light Probe SH, fixing blue spots on light probes
Outline
- Outline Lit
- Outline Unlit
Usage
- Create material with Outline shader
- Add a new material slot to your mesh renderer (YOUR MESHRENDERER MUST ONLY HAVE ONE MATERIAL FOR IT TO WORK RIGHT!)
- Put outline material in it
- Adjust outline material settings
Vertex Blend
Usage
- Create material with VertexBlend Shader
- Make sure your mesh has a Vertex Color attribute
- Set the texture fields
Credits
- Bryan Bones, for the original shadergraph. They asked I port it to Amplify, and gave me permission to include it here.
Fractal
- Fractal Opaque
- Fractal Transparent
- Fractal Fade
- Fractal Alpha Clip
Function
- Attempts to hide obvious tiling in textures. Best used on terrain textures like dirt or rocks.
Credits
- Coolkidstan, for the ASE port of Zulubo's Fractal UVs
- Zulubo, for the original Fractal UV shader
SLZ Decal
Function
- Literally just Mod2x but with Parallax mapping
SLZ Toon
Difference from SLZ Anime
- Emissive map support
- No specular highlights, a real toon shader wouldn't be reflective
Stencils
- Stencil Writer
- Stencil Target Lit
- Stencil Target Unlit
Function
- Stencil Targets are only visible through Stencil Writers that match the same Stencil Layer. They cannot be seen otherwise.
Local Filters
Function
- Various color filters that apply to whatever objects are behind the mesh that has this shader
Filters
- Grayscale
- Hue Shift
- Invert
- Posterization
- Selective Color
- Pixelation
- Dithering
- Voronoi Distort