UBER - Standard Shader Ultra


Standard Shader on steroids ?
That's what UBER is all about:

Forum & demos | Documentation PDF

Most prominent features are:

- Various Parallax techniques (full Z-Write!)
- Tessellation variants
- Refraction with chromatic aberration
- Translucency (based on DICE's model)
- Dynamic weather (snow/rain)
- Triplanar selective (fast approach)
- Vertex blend painting (2 layers mode)
- Well sorted out and clean interface
- Fully configurable vertex color usage
- Presets functionality

- Works with Alloy lighting (deferred)

Package requires SM3.0 GPU (DX9).
SM5.0 (DX11, OGL4) for tessellation and better performance is preferred.

Release Notes

1.2h - U2019 adjusted (fixed local keywords issues that affect transparency) - fixed broken shadow casters that uses ZWRITE variant (parallax with "Write into depth") - package checked with "Substance in Unity v2.2.2" - works now w/o issues 1.2g - Fixed heightblending for 2layer shader variants (look for #define FIX_2LAYERS_INVERTION in UBER_StandardConfig.cginc to use old inverted logic) - U2018 adjusted (Substance handling temporarily disabled) 1.2f - fixed point light shadow casters error for DX11 in Unity2017.3 (using raw depth cube maps) 1.2e - we can now select Albedo texture alpha channel as smoothness source - added shader switch to invert diffuse scattering - works for core shader variants. Look for #define FAKE_RETROREFLECTION in core shaders. This feature can be useful to approximate road sign materials - fixed compilation error (1.2d regression) for ForwardAdd variants - fixed geom blend shaders compilation errors (1.2d regression) 1.2d - fixed Unity 2017 shadowmask lightmap mode - fixed depth pass missing in refraction/triplanar shader variant - fixed snow/wetness applied on cutout materials where we've got clipped parts - added queue and instancing controls to material inspector 1.2c - fixed leaking glossiness from constant wetness - Unity 5.6.1f1 (and up) fixed lightmapping 1.2b - U5.6_beta10 tested - fixed deferred translucency for VR - fixed shadow bias for point lights when writing into depth 1.2 (U5.5 compatibility package) - U5.5 (U5.5.0b6 submitted) compatibility - 2x slimmed down shader count (no separate shader files for snow) from 152 to 76 1.1c - LOD Group implementation. UBER shaders will now react to LOD fading - cleanup/fixed instancing (prepared for usage, but turned off by default - uncomment #pragma multi_compile_instancing in choosen shaders to turn it on) 1.1b - fixed directional specular lightmap decoding 1.1 - Unity 5.3 compatibility - Translucency in deferred rebuilt for 4 independent setups - glcore compatibility solved (tessellation on Macs) - match Relief Terrain Pack (work flawless together) 1.04 - Unity 5.2 deferred reflections compatibility - Translucency in deferred works in scene view - new variants - 2 sided / 2 layers with layer selected by side - albedo tinting by vertex RGB color can be optionally masked by albedo texture (A) channel 1.03 - fixed empty references to default textures for water&snow - fixed issue for additional light with water in forward - fixed dynamic snow not working in DX9 - reduced wobbling issue in tessellation - introduced optional tessellation displacement strength from vertex color - new 2 sided variants - improved translucency model - fallback set to to Unity Standard Shader - GGX specularity switch described 1.02 - openGL compatibility issues - RAM consumption reduced (24x times...) - compatible with Alloy - dynamic weather features with controller - new dissolve (cutoff) emission - fixed a lot of bugs

Basic Information
Latest Version
1.2h (03 May 2019)
Publisher
Tomasz Stobierski
Category
VFX/Shaders
Size
116.7 MB
Price
€46
Asset Rating
(342)
Extended Information
Unity Versions
5.3.2, 5.4.0, 5.5.0, 5.6.1, 2017.1.0, 2018.3.2, 2019.1.0
State
Published