- 最后登录
- 2019-12-2
- 注册时间
- 2012-8-25
- 阅读权限
- 90
- 积分
- 34660
- 纳金币
- 38268
- 精华
- 111
|
Requires Unity 4.3.2 or higher - 注意!需要Unity 4.3.2以上的版本
Shader Forge is a node-based shader editor, aiming to push the visual quality of Unity to new heights, giving you the artistic freedom of shader creation in a visual and intuitive way - no code required!
Workflow:
Create shaders visually, without any coding needed
No extra files to sync over your version control system; Shader Forge uses a single file for shaders - the .shader file itself
SF writes CG shaders that can be used in any project, without installing Shader Forge
Works in both Unity Pro and Unity Free
Documentation and support center, for contributing feedback and bug reports
Some of the features:
Built-in Physically Based Lighting mode and energy conserving shading
Visual and intuitive interface - Get a clear overview of what each node does
Custom lighting nodes and IBL support, with seamless Skyshop integration coming soon!
DX11 Tessellation & Displacement
Transparency; both partial and alpha clipping
Refraction & Render Textures
Optionally use lightmapping and light probes / Spherical harmonics
Plus all the essentials such as cubemaps, custom blending modes, depth sorting, fog control, and much much more!
Alpha/Beta tests so far:
Shader Forge has been alpha-tested by a wide range of developers at companies ranging from several large studios such as Blizzard, DICE, Ubisoft, Bungie, EA, Avalanche Studios, Rovio, to indie studios such as Killbrite, InXile, The Chinese Room, and even developers like Marmoset, Samsung and Unity themselves.
A ton of feedback was provided during the testing phase, and this phase is now nearing its end, where you can jump into early-access for 20% off the full price
Possibly coming after 1.0: (If Shader Forge does well, here are some features I'd love to implement!)
Add built-in spherical area light support
Add Skyshop-adapted IBL system/workflow to make sure you can easily work across both Skyshop and Shader Forge. (I've been in touch with the creator of Skyshop, who's interested in helping out making it happen!)
Add Deferred rendering support with a clean way of making custom lighting rules apply to your rendering needs
Add an advanced mode, splitting vertex and fragment programs, and splitting into multiple passes, allowing you to create very optimized and speedy shaders
Add a modular node nesting system, to bundle a set of nodes into a single node, and share your combined nodes with others
I'm super excited about this, as it's my first asset release; which I hope is the start of a longer commitment to keep this up-to-date and as good as possible
|
|