Only the first three values (X, Y and Z rotation) matter.Ĭrossfade Tile / Cubemap, as you can probably guess, fades between the tiled overlay and the cubemap.
#CUBED UNITY SHADERS UPDATE#
This includes most kinds of panorama, and even reflection probes.Ĭubemap Rotation Speed controls the speed at which the cubemap rotates, in degrees per update (or something). From the camera's perspective, positive moves down and negative moves up.Ĭubemap Overlay takes any 360-degree texture set as a cubemap in Unity. Negative values move right, positive move left relative to the camera. Tile Speed X controls the speed at which the tile overlay pans horizontally. Remember to set the tile values if you're using a small repeating texture. Tile Overlay is for overlaying 2D textures, you can use anything for this. Overlays completely ignore UV mapping and appear in an inverted sphere relative to your view direction. Set to 0 for only the surface, 2 for only the overlay. Main Texture (RGB) is the main surface texture, using the mesh's UV map.Ĭrossfade Surface / Overlay lets you fade between the surface texture and the overlays. Material settings are (very) complex, so I'll try my best to provide a useful explanation of each property.Ĭolor is the basic color tint value found in most shaders. If you edit any of the shaders aside from PBR (at all) in Shader Forge, you'll need to uncheck " Receive Shadows" for your mesh to get rid of the ugly default soft shadowing. Three types are included: Opaque, Outline and Transparent. To put it simply, it's NoeNoe Overlay Shader without the overlay. It uses static toon shading whilst also being lit from dynamic sources and light probes.
![cubed unity shaders cubed unity shaders](https://i.ytimg.com/vi/GSq-EwrHfls/maxresdefault.jpg)
NoeNoe/NoeNoe Toon Shader is an alternative to Cubed.
#CUBED UNITY SHADERS FULL#
![cubed unity shaders cubed unity shaders](https://vrcmods.com/imgs/cPHz9MxQbd1f.jpg)
NoeNoe/NoeNoe Overlay Shader has four subfolders. The updated package now comes with 14 different shaders. Aside from the trippy overlay effects, it allows for toon lighting in any world, subtle VR-friendly outlines, and options for fine-tuning colors without editing textures. Since then, this thing has been slowly shaped into something I feel stands on its own as an alternative to common flat-lit shaders.
![cubed unity shaders cubed unity shaders](https://i.ytimg.com/vi/MGIBLPIz4oM/maxresdefault.jpg)
First version was a simple edit of Trolltunga's screen space texture shader to make it play a little better with lights. I've been playing with this shader since September 2017. Updated material explanations found below. Look in the "Examples" folder for prefabs and their materials. Re-added unused opacity logic in the PBR shader.Īdded examples to the package, using Station 56 by Tomnautical. Removed unused outline logic from the Transparent shader. Removed saturation function from Color input, added Saturation slider.Īdded Stereo Distance slider and Use Surface Depth checkbox. Fixed an annoying bug where toon shading on the Opaque shader would be inverted when looking in mirrors.ĭisabled shadows on Opaque and Transparent shaders.