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View Code? Open in Web Editor NEWShowing off the power of shader properties in Unity
License: MIT License
Showing off the power of shader properties in Unity
License: MIT License
In Order to be compliant with Unity's masks and their default naming _StencilReadMask
and _StencilWriteMask
the naming needs to change. Currently the properties are called _ReadMask
and _WriteMask
.
In order to be consistent, the change should happen to all shaders
[HDR] results in a different color than the normal color, even when no other settings are changed. This makes the configurable lit shaders oftentimes brighter than the default standard shader.
Remove [HDR] for albedo color to get closer to standard shader
Alpha to Coverage is used for anti aliasing Cutout borders with MSAA.
See https://medium.com/@bgolus/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
Showing off the different possibilites in a more structured way (as done with the UI example). Could also lead to better documentation and readme through screenshots of different effects possible with the shaders.
This package would be even more amazing if there was an equivalent for URP or HDRP.
See #2
Unity Package Manager support results in easier accessibility. There are a few changes necessary to do that step
Since Albedo does not support hdr anymore, an emission property should be added to get the shader as configurable as possible.
When using the ui shader some blend modes work with brightness instead of alpha. To blend them through canvas groups it would be handy to add that toggle to have them behave the same way as normal blending materials.
Support for single pass instanced stereo rendering will improve performance for VR materials.
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