Various shaders for SLZ URP
  • GLSL 99.3%
  • HLSL 0.6%
  • C# 0.1%
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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

Source

  • LitMAS Source Opaque
  • LitMAS Source Alpha Clip
  • LitMAS Source Fade
  • LitMAS Source Transparent
  • WorldVertexTransition

LitMAS Source

  • Versions of LitMAS+ that use Source Engine's detail blending instead of Unity/SLZ's

WorldVertexTransition

  • Near-exact replica of the Source Engine shader of the same name, similar to VertexBlend but uses an additional BlendModulateMap for per-pixel blending.
  • Detail map is condensed into one packed texture, the format is simple. Detail map 1 goes into the R channel, detail map 2 goes into the G channel.