本帖最后由 微笑的猫 于 2023-12-18 11:54 编辑
插件名称:Better Lit Shader 1.2.5 | 插件官网:访问官网 | 版权协议:Red pine1.1 | 解压密码:通用密码 | Better Lit Shader 1.2.5
Better Lit Shader 1.2.5
Better Lit Shader系列索引
Better Lit Shader 1.2.30 下载链接
Better Lit Shader 2021 1.1.36 下载链接
光照着色器
Better Lit Shader 1.2.5
Better Lit Shader
The Better Lit shader is an improved Lit shader which runs across all render pipelines, and offers a number of multi-layer and procedural techniques to texturing.它可以在所有的渲染管道中运行,并为贴图提供一些多层和程序技术,更好的光照着色器可以替代内置管道的标准或URP/HDRP光照着色器
The Better Lit Shader acts as a replacement for the built In pipleine's Standard, or URP/HDRP Lit shaders with the following features and improvements:
* Supports URP, HDRP, and the Built In rendering pipelines, tested on 2019.4LTS and 2020.3LTS
* HDRP style texture packing, or a custom tightly packed texture format for faster shading
* Tessellation & Parallax Support
* Crack Free Tessellation mesh preprocessor
* Stochastic sampling of textures to remove tiling
* Tint Masking, allowing you to colorize 4 separate parts of the main texture layer independently.
* Full Support for Bakery GPU Lightmapper
* HDRP style Detail Texturing
* Three additional independent Texture Layers, which can be used as a detail texturing, height blended, or alpha blended, with independent options for Triplanar and Stochastic on each layer. These can also be masked via vertex painting, noise functions, and procedural functions, allowing you to create many different effects.
* MicroShadows and Fuzzy Shading available on every layer
* Use UV, UV1, Triplanar, or world projections on each texture layer
* Flat Shading
* Single or Double Sided
* Wetness, automatically integrates with Enviro and Weather Maker
* Puddles, automatically integrates with Enviro and Weather Maker
* Automatic placement of puddles via noise functions and angle filters
* Snow system, automatically integrates with Enviro and Weather Maker
* Wind system, for particulate wind over surfaces
* Dissolve Effect, with optional gradient edge w/ optional emissive
* Trax integration allows you to leave trails on any material you create
* Vegetation Studio procedural indirect support
* Support for all VR rendering modes
* Generate normals directly in the shader to save sampling/memory on low end systems, or use the Surface Gradient framework for higher quality blending.
* Branch Sampling, to reduce the cost of stochastic and triplanar sampling
* Debuging mode to visualize actual sample count used by the shader
* LOD Dither fading
* Custom Material Interface
* Only uses local keywords, no global keywords added
|
|