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  • v.1.6.1
    c4372eba · Update README.md ·
  • v.1.5.5
    The Shader Optimizer is way faster now and includes several new Locking options (Lock: Scene, Gameobject/Avatar and childs, Folder and by Material selection) thanks to (https://gitlab.com/Float3)
  • v1.5.2
    - Fixed Specular Aniso negative drop
    
    - Properly set up Specular Highlight Shadow contribution and included this system into the Cubemap section
    
    - Fixed Ambient Direction which was incorrect since ever..
    
    - Fixed all issues related to Matcaps and gave Matcap and Baked Cubemaps a new way of lighting(Matcap Intensity now equals exact brightness meaning 1 is full brightness so you would need to scale the Intensity down from 5 to 1 when updating to this version)
    
    - Vertex Lights coloring now works properly and inherit initial ToonRamp color data
    
    - Subsurface Scattering includes Shadow Caster Shadows now and should be complete now
    
    - SCS Shadows work the same way like ToonRamp Shadows do and dont wrap anymore on opacity tweaks
    
    - Diffuse Ambient Light Shadows are fading properly now the brighter surrounding Pixel Lights get
    
    - The 'Maximum Light Multiplier'(which is pretty handy for debugging) now includes Diffuse Vertex Lights
    
    - Fixed some minor underlying issues with Lighting calculations specifically for Vertex Lights
    
    - Added a Point/Spot Light Intensity slider
  • v1.5
  • v1.3.8
    1469e7e2 · Release of v1.3.8 ·
  • v1.3.6
    - Implemented a Shader Optimizer(developed by Kaj[https://github.com/DarthShader/Kaj-Unity-Shaders]) to get better performance when the Shaders values wont get used dynamically outside of Unity Editor, this will greatly improve GPU Rendertimes and perform just as well or even better than a well optimized self written Shader with the same and same amount of Features included(meaning non Surface, non Code generated).
    Note: Read the Manual for more information about it.
    
    - Fixed an issue with the recent GGX Specular implementation which caused an edge flicker due to perspective projection over NdotV
    
    - Changed the Hue Shift function so that its possible to just offset the time value when no time(speed) is set.
    
    - Did some minor changes/fixes to various things.
  • v1.3.2
    775c6f2c · Release of v.1.3.2 ·
    - Finalized the Dissolve/Rematerialize Section
    - Overhauled the internal Lighting System and got rid of the secondary Lighting System.
    - Fixed Vertex Lighting NdL Shadows which didnt get properly calculated due to custom UV Shadow Ramp sampling complexity
    - Adapted the Shadow Caster Shadows for the Rim Light Function
    - Added a proper way to Lerp some functions between Indirect and Pixel Lights.
    - Directional Shadow Caster Shadows now have a little NPR touch and accepting Normal Maps.
    - Fixed a issue with the Flipbook Clamping the outer Pixel across the Mesh, this is now fixed thanks to Poiyomi !
    - Added a new option to Outlines for Camera Clip Space scaling
    - Changed the ESv2 Rendering Method from "World Position" to "Vertex World Position" which isnt dependant on the World Space per se anymore.
    - Specular Highlights (internally) now grab the proper Shadow Ramp.
    
    - Updated the Manual
  • v1.3.1
    - Added a Dissolve/Rematerialize Function so that you can have multiple sets of Clothing and exchange them easaly at Runtime.
    
    - Fixed Occlusion mapping which didnt occlude Cubemaps and changed its behaviour a bit.
    - Fixed other minor bugs.
    
    - Changed the Inspector so that you dont need to switch to Advanced Setting to use Occlusion Mapping anymore.
  • v1.3
    79c4a825 · Release of v1.3 ·
    - This Update is another huge Step for me and this Project, it introduces Vertex Lighting with some workarounds and tricks, thanks to "d4rkpl4y3r" for that.
    
    - This Update also fixes the Problem that when you switch from one Shader variant over to another and the Blend Ops wont change accordingly, now when you have a material set for Transparency and switch to any other variant then the Material will inherit the new Shader variants Blend Ops. Thanks to "Rokk" for providing me with a solution there.
    
    - Cleaned up the internal code structure for the Inspector so that there is no more unused code etc.
    
    - Added Indirect Specular Light for the Rimlight section (BETA: this is a temporary Feature and might get removed in future updates)
    
    - switched out the "Rim Intensity" for "Indirect Spec Strength" since it had no real usecase for the default Rimlighting.
    
    One thing to note: if you are updating from a previous version then the Cubemap Toggle will reset to Off for all Shader variants, make sure you will go through your materials and reenable the feature if you used it.
  • v1.2.5
    a043c389 · Release of v1.2.5 ·
    Cleaned up the Shader, including the different variants and GUI, also introducing two new Features "Main Texture HUE Shift" and "Shadow Mask"
    
    This Update will unassign the Shader from your Materials but only if you were using the standard version.
    This Update will also convert your advanced verions to standard versions by default. Simply just "Toggle Advanced" on the Material Inspector to change that again.
  • v1.2
    0ffb9cf4 · RELEASE v1.2 ·
    - Overhauled the entire Lighting System which introduces Receiving Shadows, many changes towards the settings in the Lighting Tab, several bug fixes and much more.
    
    - Added controllable Receiving Shadows for pixel ligting
    - Added a way to be able to adjust Impacting Light through a function called "Light Maxer"
    - Added Dithering with a custom Texture support
    
    - Internally overhauled the entire Cubemap Section for PBR purposes and a 1x1 identical rendering for the Fallback Cubemap
    - Fixed an issue relating to the Matcaps "Multiply" Mode which was multiplying with the Main Texture twice
    - Final change for the default Render options
  • v1.1.9
    7db4be90 · v1.1.9 release ·
    Final change for the "Dynamic Switch Detector" in the Cubemap Section. Im now using a Method which got me provided by "ACiiL" [github.com/ACIIL] and with some help from "Lyuma" [github.com/lyuma] i've got it working in Amplify !
    
    - Fixed up the Renderqueues of all Shader variants
    - Fixed a Masking issue for the Cubemap Section
  • v1.1.8
    83fb22fc · initial commit ·
    This Update will reset your entire Matcap settings on all your Materials that use this Shader ! so make sure you will check them after the Update.
    
    - Added 3 more Matcaps for use. The Inspector will tell you which Color Channel on the Mask to use for the selected Matcap.
    
    - Fixed some Lighting issues in the Cubemap Section
    - The Metallic Map now works for the Baked Cubemap as well
    - The Baked Cubemap will now behave more PBR like which makes it better suited as fallback
    - Made the Dynamic Reflection Fallback more reliable
  • v1.1.7
    fa773b24 · initial commit ·
    - Worked on the primary Lighting Systems and changed a bit how they work to give both a equal good looking appearance. The "Main" Lighting System is fully controlled by the Toon/Shadow Ramp and the "Secondary" is just partially controlled by the Toon/Shadow Ramp and there for handles Point and Spotlights differently.
    
    - Changed the Toon/Shadow Ramp Offset from Half Lambert to flat Offset
    - Fixed a Lighting issue in the Cubemap section.
  • v1.1.6
    568eb04b · initial commit ·
    - Overhauled the Cubemap Reflections a bit by correctly culling Specular Highlights from the Standard Metallic Workflow and excluding Standard Shaders Lighting which was included in there for a long time. Also on top i've made sure everything behaves like it should for correct PBR results.
    - Clamped the Indirect Lighting,  usefull for the VRChat Optimized Lighting System
    - Spot and Pointlight Lighting Vector issue is fixed for the VRChat Optimized Lighting System.
  • v1.1.5
    68fd6dad · Update Moristyles.cs ·
    - Changed the Reflections tab so that you can have the Matcap and Cubemap section active at the same time, this is not just nice to have for the user but it also let me get rid of every Keywords that were included in the Shader, with that being said there is still one Keyword left and active by default but it most likely does not contribute to the Keywordlist of your Game since it is a re use of one that the Standard Shader uses as well.
    
    - Added a Rim Light Texture Mask
    - Added support for offset and scaling on the SSS Thickness Map
    - Added "Point/Spotlight Shadow Intensity" to the optimized Lighting System so that you have controll over that as well (read the manual for more detail)
    - Adapted Specular Highlights for Indirect Lighting (except the Standard Highlights)
    - Changed the Step Based Cel Shading System so that you can color the Shadows there now as well.
  • v1.1.2
    1baee792 · initial commit ·
    - Fixed Shadow issues which occured when i made all shader variants being able to support transparent rendering settings.
    - Implemented a whole new Lighting System which is active by default and especially good for VRChat.
    - Adapted Rim Lighting and Subsurface Scattering for Indirect Lighting.
    
    - Updated the Manual button url in the Shader Inspector since ive changed it a week ago when i rewrote the manual.
  • v1.1
    6053af67 · initial commit ·
    Finally ! Indirect Lighting Shadows are now implemented and available in all Shader Versions !
    The Occlusion Map will also contribute to the indirect Lighting by getting the lowest value of the Shadow Ramp and increases at its borders over the lit parts from the incoming indirect lighting in your scene.
    
    - Fixed some Cubemap Reflection issues when the Shadow Ramp was contributing to the Baked Cubemap calculations themselfs.
    - Fixed the Lighting situation for the Baked Cubemap from Indirect only to all Lightsources.
    - Cleaned up the "Baked Cubemap and Ambient Reflections" Shader Function for other people so that they/you can read it better.
    - Fixed Outlines fading for simultaneously having the Rendering options trimmed for Transparency.
    
    - Added some things to various Features and fixed some minor things here and there.
  • v1.0.6
    bf605255 · initial commit ·
    - Fixed the Outline Color which was pre multiplying with the Maintexture and is now seperated into a Tint function.
    - Fixed the Matcap Color in ADD mode which was pre multiplying with the Maintexture as well and now is a clean Light input instead.
    - Added Alpha Channel to all Advanced Versions for having full control over the Rendering options.
    
    A new function was added; The Outline can now be masked via seperate Texture.
  • v1.0.5
    f05310a0 · initial commit ·
    Added a whole Set of Render options and some other small things