OmniShade MatCap
OmniShade
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03/09(2022) |
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11/18(2024) |
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A full-featured implementation of MatCap by OmniShade.Verified comptaible through Unity 6, Unity 2022.Supports Built-In and URP pipelines.Supports VR, including Single Pass Stereo rendering.Website | WebGL Demo | Discord Support | Forum | EmailOmniShade MatCap is a free version of the MatCap implementation from OmniShade.OmniShade has one of the best MatCap implementations you'll find, with full support for normal maps, perspective correction, and integration with Unity's shadowing and environmental lighting for Built-In and URP pipelines. Moreover, this carries over the same blazing adaptive performance, so you won't be penalized for additional calcuations like normal maps or shadows if you don't use them.What are MatCaps?MatCaps are incredibly powerful, able to capture an entire environment's lighting information including global illumination and reflections in a single texture. ZBrush sculpters are well-familiar with the technique. And importantly, it is very good in performance, allowing real-time rendering of complex lighting that would otherwise be impossible on many devices.The only short-coming is the lighting is captured from a single angle only, so even if you rotate the camera, it is as if the object were rotating in a static-lit environment instead. However for many games, this is neither particularly noticeable nor a problem.Watch the video and WebGL demo and decide if MatCaps will work in your game!FeaturesMatCap with perspective correctionNormal mapMain texture + color adjustmentsEnvironmental ambient, fog, and light probesShadows + shadow colorsFull access to culling and blend settings + presets for opaque/transparent objectsBuilt-In and URP pipeline supportProgressively adaptive performanceWe hope this encourages you to try out MatCaps in your game,and if you love it like we do, please check out the full version of OmniShade!Website | WebGL Demo | Discord Support | Forum | EmailGetting StartedFor Built-In pipeline, start by opening the sample scene in OmniShade/Samples/Ellen/Ellen.unity. You can safely ignore any warnings about the URP version of the shader if you do not have URP packages installed.For URP pipeline, start by opening the sample scene in OmniShade/Samples/Ellen URP/Ellen URP.unity. If you need help installing URP, follow the Unity guide here: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@15.0/manual/InstallURPIntoAProject.htmlFeel free to move the camera around and browse the sample materials in the scene, and experiment with the shader's parameters.For tips on creating your own MatCaps, read OmniShade/Samples/MatCap Textures/How to create MatCaps.txtYou're on your way!Feature SummaryMatCapSupports blending with Multiply or Multiply Lighten modes, with Brightness and Contrast parameters. There is also a Perspective Correction option which improves accuracy, but can be disabled for better performance if the camera is stationary. The Use Static Rotation option allows locking the MatCap to a manually set angle, for cases where the MatCap texture should absolutely not move with the camera rotation.Check out ZBrush MatCaps to download more or create your own.Normal MapFully supported on MatCap, with adjustable Strength parameter.Main TextureSupports a base texture with parameters for Color, Brightness, Contrast, and Saturation adjustments.ShadowsShadowing is supported for 1 directional light, with adjustable Shadow Color.Environmental LightingSupports environment lighting set via the Lighting Window. Also supports dynamic global illumination from Light Probes.FogSupports all fog modes, configurable via the Lighting Window.Culling and Blending SettingsAll culling and blending settings are configurable from the shader, with predefined presets for opaque and transparent materials. This enables the shader to render any type of solid or transparent object with any kind of blending mode.