Awesome
<div align="center"> <img src="https://user-images.githubusercontent.com/44657486/165004226-c928b922-56a2-4b4f-b5cf-efbd92a938a2.png"> </div>Overview
Physically based rendering (PBR) shaders for Unity derived from Filament shaders. More beautiful and accurate rendering than Unity Standard shaders.
Feature
- Basic Filament Features
- Albedo
- Metallic
- Smoothness
- Ambient Occlusion
- Multi Bounce AO
- Specular AO
- Reflectance (instead of IoR)
- Normal
- Bent Normal
- Emission
- Anisotropy (tangent map)
- Sheen
- Clear Coat
- Refraction
- Thin
- Solid sphere
- Using Reflection Probe
- Main texture alpha channel is used as Transmission
- Subsurface Model
- No Sheen and Refraction
- Cloth Model
- No Metallic, Reflectance, Sheen and Refraction
- Directional Light
- Additional Light
- Micro Shadowing
- Specular AA
- Unity's standard rendering features
- Blend Mode
- Alpha Clipping
- Alpha to coverage
- Transparent
- Fade
- Alpha Clipping
- Culling Mode
- Detail Map
- Choice of UV0~UV3
- Vertex Color
- Vertex Color Alpha is used as Detail Mask
- Vertex Light
- Ambient Light
- Reflection Probe
- Box Projection
- Blend
- Light Map
- Directional Map
- Receive Shadow
- Cast Shadow
- Meta Pass
- GPU Instancing
- Blend Mode
- Special Features
- Parallax Map
- More accurate unique method by sampling twice
- or Parallax Occlusion mode
- Light Source Estimation from Spherical Harmonics
- Accurate Fog
- Tri Planar Sampling
- No Tiling Sampling
- Height Map Shadow
- Tree Shader for "Tree It"
- Parallax Map
- Experimental Features
- Capsule AO / Capsule Shadow
- A dedicated script is required
- Cylinder Projection of Reflection / Additive box Projection of Reflection
- Only if using box projection
- Skybox Fog
- Using vertex light as pixel light
- Specular AO
- Capsule AO / Capsule Shadow
Map Channel
Basically same as Unity HDRP mapping
Albedo
Channel | Map |
---|---|
RGB | Albedo (Color) |
A | Opacity |
Mask Map
Channel | Map |
---|---|
R | Metallic |
G | Occlusion |
B | Detail Mask |
A | Smoothness |
Detail Map
Channel | Map |
---|---|
R | Desaturated albedo |
G | Normal Y |
B | Smoothness |
A | Normal X |
Height Map
Gene Lit Shaders provides more accurate parallax than Standard Shader by sampling a height map twice.
A height map and a directional light can be used to create a pseudo-shadow effect.(Height Map Shadow)
Notice
Filament code is included under the Apache license.Copyright (C) 2020 Google, Inc.