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Standard Shader (Mobile)

A shader written in Unity's ShaderLab and CG, designed for mobile devices. See usage

Example lighting

No external lighting has been passed in to create the lighting effect on this block, keeping the render time fast, while producing realistic results

This shader is kept fast by disabling shader features that are not being used during compilation. I've designed this shader with game artists in mind, those who want to be able to tweak the values to perfection per material, rather than a shader that pretends that it knows exactly how you want your lighting and texture strengths.

Features

  • Supports lightmaps and exponential2 fog
  • Can adjust color tint, brightness and contrast
  • Specify a single point light for diffuse, specular and normal mapping effects
  • Can modify the location of the point light via script (eg. a sun moving across the sky)
  • Adjust point light's Blinn-Phong intensity (ambience, specular and diffuse)
  • Add a detail map, adjust strength and add a detail mask
  • Add an emission map, adjust strength
  • Add a normal map, adjust strength

Shader options

Important Notes

  • Tested on Unity 5.4.0f3
  • Doesn't support shadow casting
  • Something's wrong with Normal mapping. I'm working on it!
  • No other lighting (except lightmaps) are passed in. If you need more lighting options, consider using a different shader.

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Mobile optimised shader for Unity 3D

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  • HLSL 72.5%
  • ShaderLab 27.5%