Retro PC / Anime Shader Graph for URP, HDRP, and Built-inUpdated to Unity 6.3 LTSSupports Forward+ with reflection probe blending and box projectionThe HDRP and Built-in versions of the shader do not support custom lighting and reflectionsWorks in VRFormerly known as Retrograde Shader, RetroShade is inspired by classic software rendered games from the 90s, like MDK and Jedi Knight: Dark Forces II. This advanced retro shader combines vintage aesthetics with high performance, custom lighting and reflection effects that are unique to the Unity game engine. Perfect for any kind of retro or anime inspired game development.Emulate older systems like Apple II, Atari 2600, CGA, Commodore 64, and VGA. Or create your own system palettes and add dithered soft shadows, texel snapping, anti-aliasing, or height map shadows to create a more modern look. RetroShade uses Forward+ rendering with MSAA and optional texel anti-aliasing, making it ideal for retro VR rendering. It also uses anti-aliasing for cel shading. Complete your own fantasy console look with the included skybox shader.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 texturesSupports Forward+ with reflection probe blending and box projectionIncludes a mesh outline shader inspired by cel animationThorough documentation and project organizationVR-specific enhancementsTry out the free demo!Shader 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 gradationsPalette swapping and cyclingAnti-aliased texelsTexture 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 stepsSimple fill light using reverse directional lightChange the hue, saturation, and brightness of the surface color based on the diffuse intensitySpecular highlight effectsRim highlight, with effectsShadow attenuation or 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 than PCF and has a more realistic attenuation curve reminiscent of ray traced shadowsTexel snapped shadowsSupports Forward+Ray Marched Height Map ShadowAdds dynamic cast shadows to textured surfacesBaked GIModify the baked global illumination texture with various effectsGI saturationPosterization and ditheringLUT palettizationTexel snapped baked GIVertex color GINormal Map and Object Normal EditingQuantization and distortion of normals for various lighting and color effectsModify the look of cel shadingCel shading for normal maps and object normalsNormal 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 lightHeight Map support for layering detail normal mapsNormal texel snappingMipmappingImproves mipmap generation, and blending for unfiltered texturesReduced aliasing with unfiltered texturesIncludes a bias adjustmentGamma correct mipmap generationSpecular ReflectionPhysically based approximation with artist friendly controlSpecularity and metalnessPalettized reflectionsAnisotropic reflectionsUses the fast Blinn-Phong method for specular highlightsSupports reflection probe blending and box projectionTransparencyTransparency 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 used as baked or painted global illuminationAdditional 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 functionsOver 70 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 compatibilityRetroShade: Fully featured shader for the URP only. Uses an unlit graph for custom lighting and reflectionsRetroShade Lite: Feature reduced version of Retrograde Shader, with a focus on performance and ease of useRetroShade 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 animationRetro Skybox ShaderPanoramic skybox shader to set the sceneAll the same color adjustments as RetroShadeTiling and offsetZenith and nadir color gradientsTexel snappingSimple 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




