Retro PC / Anime Shader Graph for URP, HDRP, and Built-inCompatible with 2021 LTS (Recommended)Not compatible with 2022 LTS because of a known bug that will be fixed in 2023 LTS. Should work with 2022.3.18f1 and upTested and works with VRThe HDRP and Built-in versions of the shader do not support custom lighting and reflectionsInspired by software rendered games from the 90s, like MDK and Jedi Knight: Dark Forces II, this advanced retro shader combines retro and vintage aesthetics with high performance, custom lighting and reflection effects unique to the Unity game engine. Perfect for any kind of retro or anime inspired game development.Quickly and easily demaster existing game assetsIncludes a large collection of color palettes and dither patterns from classic games and systemsMany advanced features that will save on size, performance, and development timeSave up to 2/3rds of your texture memory using palettized grayscale texturesWorks in VRIncludes a mesh outline shader inspired by cel animationShader news and discussion can be found here:Unity DiscussionsX/TwitterSee Technical details for a comprehensive list of features.Texture and Object PalettizationLarge collection of gradient maps and lookup tables (LUTs) indexed from rare and historic hardware and software color palettesIncludes 6 retro hardware palettesNearly lost collection of 25 classic game palettes, indexed from the eXtendable WAD Editor for Doom. These include Ultima Underworld: The Stygian Abyss, Wolfenstein 3D, Doom, System Shock, Dark Forces, Duke Nukem 3D, Quake 1 & 2, Outlaws, MDK, and moreArtist palettes contributed by pixel artists Arne and DawnBringer2 anime palettes based on industry standardsEasily apply color palettes to your texturesSupports single channel texture palettizationSmaller file sizes with fewer compression artifactsMix and match smaller grayscale textures with various color gradationsTexture and Screen DitheringLarge collection of various dither patterns and texturesSpatial texture dithering that fades with distance and directionScreen dithering can be animated with a framerateCan be used with TAA (temporal anti-aliasing) to reduce the screen dither patterningCustom Lighting NodeExtensive customization for both main and additional lightsPoint and spot light attenuationSource-style, half-Lambert diffuse lightingDiffuse cel shading with variable stepsFill light using reverse directional lightChange the hue, saturation, and brightness of the surface color based on the diffuse intensitySpecular highlight effectsShadow attenuation and sharpeningShadow palettization using gradient mapsShadow dithering in screen or tangent spaceShadow blurring. Does not require percentage closer filtering (soft shadows) or normal biasing. Performs better and has a more realistic attenuation curve reminiscent of ray traced shadowsTexel snapped shadowsBaked GIModify the baked GI texture with various effectsDesaturationPosterization and ditheringLUT palettizationTexel snapped baked GINormal Map and Object Normal EditingQuantization and distortion of normals for various lighting and color effectsImproves the look of cel shadingNormal map posterization and dithering. Sharpens normal maps and shades them like an illustration or pixel artNormal map emboss and occlusion effects. Old-school, static shading that can be palettized and react to dynamic lightMipmappingImproves mipmap blending for unfiltered texturesReduces aliasingIncludes a bias adjustmentSpecular ReflectionPhysically based approximation with artist friendly controlSpecularity and metalnessPalettized reflectionsAnisotropic reflectionsUses the fast Blinn-Phong method for specular highlightsTransparencyTransparency and alpha clippingTransparency with opaque fresnelScreen dithered alpha clippingRadial distance fadeVertex Color and AlphaUse ProBuilder or Polybrush to edit vertex color and alphaAdd color and transparency to geometryBlends with texturesCan be palettized along with texturesAdditional FeaturesGlow, paint, and debris layers for additional detailFogRadial and vertical fogForeground and background fog colorsPer materialCan be used with Unity fogCustomizable Shader GraphOrganized shader graph with clean layout, color coding, and comments100% Shader Graph, except for the custom lighting and texel snap functions58 useful sub graphsThorough documentationIncludes a tutorial on how to extract and export gradient maps to PNGs in GIMPShader Variants3 shader variants for performance and render pipeline compatibilityRetrograde Shader: Fully featured shader for the URP only. Uses an unlit graph for custom lighting and reflectionsRetrograde Lite: Feature reduced version of Retrograde Shader, with a focus on performance and ease of useRetrograde Lit: Feature reduced version that replaces the custom lighting and reflections with Unity’s physically based rendering (PBR). Uses a lit graph that is compatible with the URP, HDRP, and Built-in Render PipelineMesh Outline ShaderInspired by imperfections found in cel animationUses the inverse hull methodGreat for completing that cel shaded look, especially for charactersMaintains width over distanceCan be offset in the direction of the light source for effects like rim highlights and drop shadows. Similar to the PS1 game, Vagrant StoryCan be jittered and textured to simulate imperfections found in cel animationSimple Character Controller IncludedFor navigating the demo sceneMade with Visual ScriptingRun, jump, crouch, and zoomWorks with keyboard & mouse and game controllerIntuitive controls with acceleration and smoothing