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Free Shader Package v1.78

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@MochiesCode MochiesCode released this 26 Oct 07:26
· 1 commit to master since this release

As always, please delete your Mochie folder before importing the new package! If you are upgrading from package v1.57 or below this is EXTREMELY IMPORTANT!

General

  • Added a standalone Texture Packer under Tools > Mochie > Texture Packer. It packs any channel of any texture into one texture, with per-channel filtering, previews, and presets for common layouts (including Uber's packed masks).
  • Added the Build Texture Stripper under Tools > Mochie > Build Texture Stripper. When enabled, it removes texture slots your Mochie materials don't use (like the separate maps on a material using the packed workflow) from avatar and world builds, without touching your actual materials.
    • Heads up: it's a work in progress and off by default, so back up your project and check your builds before uploading.
  • Added Upgrade All Materials and Upgrade Selected Materials to Tools > Mochie. Upgrade Selected Materials is also in the Project window's right-click menu and works on folders.
  • The Pack Textures button now works on several selected materials at once, and packing a material again updates its existing packed texture instead of making a new one (any import settings you changed on it are kept).
  • Pack Textures now reads each map at full resolution and from the same channel the shader reads, sets proper import settings on the packed texture, and keeps the material looking the same after packing (strengths, tiling, Standard's detail Alpha blending, and Particles UV scrolling/polar settings when every map shares them).
  • Rewrote Convert to Flipbook Asset (right-click a GIF) so it no longer needs System.Drawing or a csc.rsp file in your Assets folder.
    • Heads up: updating doesn't remove Assets/csc.rsp, so if no other package uses it you can delete it.
  • The material upgrade prompt on import now only shows up when the project actually has materials that need upgrading, and only upgrades those.
  • Swap Shaders in Global Standard Settings now includes Unity's Standard (Specular setup) materials.
  • Fixed the material upgrader overwriting default textures that were already assigned on upgraded Standard materials and not assigning the Filament LUT. Upgraded materials also get their keywords and blending mode set up right away now.
  • Fixed Swap Shaders in Global Standard Settings not carrying textures over from Unity Standard materials or setting up keywords, blending mode and render queue. It now matches switching the shader in the inspector.

Standard Shader v2.14.2

  • Fixed wind making every copy of a mesh sway in perfect unison, the wind noise is sampled in world space now.
  • Fixed the Alpha blend mode on packed detail maps subtracting the detail value instead of blending it. It now blends using the packed detail map's alpha channel (one alpha shared by metallic, roughness and occlusion).
    • Heads up: if you used Alpha blending with packed detail maps they'll look different now. Re-packing them with the Pack Textures button puts the right alpha in for you.
  • Fixed the Auto rain mode not applying the droplets' wetness.
  • Fixed the rain droplet flipbook sampling the wrong mip level.
  • Fixed cutout shadows not lining up with the cutout edge of the surface.

Water Shader v1.30

  • Added a fourth Gerstner wave, and each wave has its own toggle now.
  • Added Warp Strength, Warp Scale and Warp Speed to the Gerstner global settings. They bend the wave crests with slowly moving noise so the waves don't visibly repeat, and the waves are now offset from each other so they no longer line up into a grid.
    • Heads up: existing Gerstner materials will look a bit different. Turn off Wave 4 and set Warp Strength to 0 to get closer to the old look.
  • World texture coordinates now apply to vertex offsets too (Noise, Gerstner, Voronoi and Flipbook). Waves are calculated from world position in world units, so they line up across separate meshes and ignore the object's scale and rotation, and normal maps follow the world coordinates instead of rotating with the mesh.
    • Heads up: if you use World coordinates with vertex offsets on a scaled object you may need to readjust your wave settings.
  • Subsurface Scattering has its own toggle now, and it tints the Depth Fog color instead of the surface tint, so it only shows up with Depth Fog enabled.
  • Only Opaque water casts realtime shadows now, the transparent modes were casting a solid shadow. The transparent water prefabs also have Cast Shadows turned off so they don't block light in bakes.
    • Heads up: turn off Cast Shadows on the Mesh Renderer of your own transparent water too.
  • Water (Tessellated) no longer subdivides the mesh when no Vertex Offset mode is on, which makes flat tessellated water a lot cheaper.
  • Water (Tessellated) now skips patches that are outside the view, which makes it faster (works per eye in VR, in mirrors and for shadows).
  • With World texture coordinates, Water (Tessellated)'s Max Factor is multiplied by the object's scale, so scaled-up water keeps its wave detail up close.
  • Changed some defaults for new materials: World texture coordinates, caustics Rotate With Light on, tessellation distance 50 to 100, and new Gerstner global settings.
  • Fixed the Texture caustics shadow only using one of its two layers.
  • Fixed Water (Tessellated) losing vertex colors (so vertex color foam), UV2/UV3 and GPU instancing data between tessellation stages.

Uber Shader v1.35.2

  • Fixed the Specular Blend channel of the packed masks being inverted compared to the separate mask, white is GGX in both now.
    • Heads up: if you inverted your packed mask's alpha channel to work around it, invert it back.
  • Fixed Auto Hue Shift snapping back whenever the hue plus the shift went past 1.
  • Fixed dither cutout and refraction not working on Uber X's clones.

Glass Shader v1.15.2

  • Fixed emission parallax warping around with World texture coordinates.
  • Fixed the Light Volume toggle and strength being ignored in Opaque mode.
  • Fixed the rain droplet flipbook sampling the wrong mip level.

Particle Shader v3.3.2

  • Fixed the shader failing to compile with Specular Highlights on and Lighting off.

Corruption Shader v1.1.2

  • Fixed setting Star Iterations to 10 (the max) breaking the stars.

Taken Shader v1.3.2

  • Fixed normal maps doing nothing along their green channel, so bumps only showed up in one direction.