Shaders

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Guidelines

Please include a sample image or two showing off your shader goodness. If unsure how to do this, you can view a good example on the SkinShader2 page, as a reference.

Official Shaders

  • Built In Shaders - Here you can get the sourcecode for all the shaders that are built into Unity.

FixesForFullScreenShaders - Some fullscreen shaders do not interact properly with each other / some parts of unity.

Unity 2.x Shaders

Porting Shaders

  • ShaderPortingNotes - Some guidelines for porting shaders between FX composer, RenderMonkey, Mental Mill, ShaderFX, and Unity3d

Debugging

FX

  • ColorBlindness - Coarse simulation of what your game might look like to someone who is red/green colorblind. (Image effect, requires Unity Pro)
  • DesaturatedDarks2 - Non-lit areas are desaturated; lights "saturate" the colors (updated for v2).
  • FXHyperbolicStatic - Special effect for things like force fields.
  • FXHyperbolicStaticParticle - Special effect for things like energy balls with particle systems.
  • FXTrigField - Special effect for things like force fields.
  • MirrorReflection2 - A shader and script to make reflective mirrors.
  • Unlit - A shader that doesn't use lightning, useful for dashboard and other 3D GUI components

General

  • BakedVertexColorBumpSpec2 - Lightmap in vertex colors, bumped specular.
  • BumpColorSpec - Bumpmapped specular with colored specular map.
  • ReflectiveVertexlitSimple - Simplified Reflective VertexLit shader, with a slider to control amount instead of alpha channel.
  • SkinShader2 - Shadow-supporting wrapped-diffuse+ specular + bumped + rim + fresnel shader. Good for skin shading!

Terrain

Toon

  • ToonShadowed - Variant of the Toon-Basic shader that receives shadows.

Transparent

Unity 1.x Shaders

Most of these will just work with Unity 2.x, except mostly for complex pixel-lit shaders. If you verified that a shader from this list works with 2.x, add it to the list above as well!

FX

  • Refraction - A fake refraction shader.
  • DepthMask - Masks areas with the depth buffer to cut holes in subsequent objects.
  • DesaturatedDarks - Non-lit areas are desaturated; lights "saturate" the colors.
  • MirrorReflection - A shader and script to make reflective mirrors.
  • MirrorReflectionLightmapped - A shader and script to make reflective mirrors with a lightmap.
  • ProjectorAdditive - A shader for the projector component that does an additive/screen effect as opposed to multiply.
  • SkyboxBlended - A skybox that blends between two sets of skybox textures.
  • Velvet - Velvet / Rim light shader
  • XRay - Additive X-Ray shader.

General

  • Anisotropic - A classical anisotropic lighting.
  • BumpSpecModulate - Bump mapped shader that modulates between original texture color and "alpha color" based on alpha of main texture.
  • Decal2UVs - Just like builtin Decal, just uses two UV sets.
  • SimpleAdditive - Colors a object with a single additive color.
  • SkinShader - A wrapped-diffuse plus specular plus rim righting shader. Good for skin shading!
  • TextureAdditive - Colors a object with a additive texture.
  • VertexColor - A vertex lit shader that takes per-vertex colors into account.
  • VertexColorParallaxBump - Like the builtin Diffuse Parallax Bump, only takes vertex color into account as well.

Interface

  • Reveal Non-Uniform Texture - A shader for revealing a texture using another texture. Useful for non-rectilinear loading / progress bars.
  • TexturedFont - Use this shader in place of the built in Text Shader for multicolored fonts instead of solid colored ones.

Lightmap

Terrain

  • LayerShader - A terrain shader that mixes two tileable textures.
  • TerrainFourLayer - A terrain shader that mixes four tileable textures.
  • TerrainTwoLayerBumped - A terrain shader that mixes two tileable textures, plus a bumpmap.
  • VegetationTwoPass - Great vegetation shader, renders opaque and then renders semitransparent.
  • VegetationVertexLit - Vertex-lit shader with no culling that is ideal for vegetation and other two sided polygon models.

Transparent

  • AlphaDiffuseZ - Same as Unity Alpha Diffuse but with different Z buffering. Useful for interior (reversed normal) scenes that have alpha objects.
  • AlphaSelfIllum - Textures object which is unaffected by light.
  • AlphaVertexColor - A transparent vertex lit shader that takes per-vertex colors into account.
  • BlendedDecal - Suitable for superimposing alpha-masked textured markings onto the same plane as another surface.
  • BlendedFlatColor - Colors a transparent object, good for HUD objects.
  • UnlitAlpha - A non-backface culled, unilluminated, alpha tested shader which is suitable for sprites.
  • WindowShader - Suitable for windows (the glass things in houses, not the darn Seattle company.)
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