Organize your Shader UIs with notes, foldouts and more
The default Material Inspector is super rigid and limiting. Want to add a note about a color? You can't. Would you like to group related parameters in a foldout? Nope, sorry. Well, Chroma fixes that and much more!
Create beautiful Material Inspectors with annotations, separators, conditions, and more. You can create user-friendly UIs in seconds, both in Shader Graph and in hand-written shaders.
Custom Attributes:
Headers
Foldouts
Notes
Tooltips
Separators
Tabulation
Conditional display/hide
One-line textures
Min-Max ranges
Gradients
Curves
Full attribute documentation.
Easily add gradients and curves to any shader
Gradients and curves are an irreplaceable tool in making almost any shader, from simple lowpoly shading to complex volumetric effects. By default, Unity can only pass numbers, vectors, and textures to shaders, but with Chroma you can pass gradients and curves as well!
Gradient parameters allow you to create shaders that are much more visually appealing and dynamic than what is possible with just colors, textures and floats. Chroma even supports HDR Gradients, so you can define parts of the gradient that should emit light. Plus, you can quickly generate beautiful randomized gradients to get the inspiration flowing!
Curve parameters offer a great control over numeric values. Don't take our word for it, here is Unity Blog describing them as "the ultimate design lever". Well, now you can use them not just in scripts, but in shaders too.
HIGHLIGHTS
Very easy to use, can be set up in a matter of minutes and is beginner friendly. It's a great tool for artists and programmers who are just starting to make shaders, or have been doing it for years.
Effortless ingegration that will not break your existing workflow. You decide which shaders use Chroma (but you will definitely want to use it everywhere).
Adobe® Color™ and ColorHunt integration, so you can easily browse trendy palettes and paste them directly into your material. You can even extract palettes from images!
Works with any Render Pipeline, including the Built-in RP, URP and HDRP.
Both Shader Graph and code shaders (Cg, HLSL) are supported.
Highly optimized and can be used in production without any performance issues.
Full source code in case you would like to add any attributes of your own.
All demo scenes are included (in Universal RP), so you can see how Chroma works in practice. Everything you see in the videos and on the screenshots is included in the asset.
DOTS and SRP batcher supported in all shaders.
Lifetime updates, fast and friendly support.
用注释、折页和其他方式组织你的着色器UI
默认的材料检查器是超级僵硬和限制性的。想添加一个关于颜色的注释?你不能。你想把相关的参数放在一个折页中吗?不,对不起。好吧,Chroma解决了这个问题,还有更多的问题
用注释、分隔符、条件等创建漂亮的材料检查器。你可以在几秒钟内创建用户友好的UI,无论是在Shader Graph中还是在手写的着色器中。
自定义属性。
页眉
折叠
注释
工具提示
分离器
列表法
条件性显示/隐藏
单行纹理
最小-最大范围
梯度
曲线
完整的属性文档。
轻松为任何着色器添加渐变和曲线
梯度和曲线是制作几乎所有着色器的一个不可替代的工具,从简单的低聚物着色到复杂的体积效果。默认情况下,Unity只能将数字、矢量和纹理传递给着色器,但使用Chroma,你也可以传递梯度和曲线。
梯度参数可以让你创建的着色器比仅仅使用颜色、纹理和浮点的着色器更具视觉吸引力和活力。Chroma甚至支持HDR梯度,所以你可以定义梯度中应该发光的部分。此外,你还可以快速生成漂亮的随机梯度,让灵感源源不断
曲线参数提供了一个很好的对数值的控制。不要相信我们的话,这里的Unity Blog将它们描述为 "终极设计杠杆"。那么,现在你不仅可以在脚本中使用它们,也可以在着色器中使用。
亮点
非常容易使用,可以在几分钟内完成设置,对初学者友好。对于刚刚开始制作着色器的艺术家和程序员来说,它是一个很好的工具,或者已经做了很多年了。
不费吹灰之力的整合,不会破坏你现有的工作流程。你可以决定哪些着色器使用Chroma(但你一定会想在所有地方使用它)。
集成了Adobe® Color™和ColorHunt,所以你可以轻松地浏览流行的调色板并直接粘贴到你的材料中。你甚至可以从图片中提取调色板!
可与任何渲染管线一起使用,包括内置RP、URP和HDRP。
支持Shader Graph和代码着色器(Cg, HLSL)。
高度优化,可以在生产中使用,没有任何性能问题。
完整的源代码,如果你想添加你自己的任何属性。
所有的演示场景都包括在内(在Universal RP中),所以你可以看到Chroma在实践中是如何工作的。你在视频和截图中看到的一切都包含在资产中。
所有着色器中都支持DOTS和SRP批处理。
终身更新,快速和友好的支持。
|