FINAL UPDATE - THIS THREAD IS CLOSED updated info can be found at: ALLOY VERSION 3 THREAD ALLOY PHYSICAL SHADER FRAMEWORK V1 [Asset Store Link] | [Documentation] | [Walk-through Video] [Demo Scene PC Standalone] | [Demo Scene OSX Standalone] Alloy Physical Shader Framework is the complete solution for bringing Physically-Based Shading to your PC, webplayer and Next-Gen Console Unity projects! Alloy comes with over two dozen shaders, and an epic Sci-fi Demoscene with 30 complete textured materials designed to get you up and running fast! The Alloy Framework is the latest evolution of our in-house toolset, which many of saw this past January in the DX11 Contest winning Museum of the Microstar. Though the set we're releasing this week is purely the DX9/SM 3.0 shaders, we'll be patching in out DX11 set sometime in December, free to everyone who's purchased Alloy. As longtime users of Beast/Turtle, and light-mapping obsessees, we've built our technology around getting the maximum fidelity out of a Beast-centric workflow. Alloy has been designed to get the most out of Unity's advanced graphical feature-set including: Linear HDR Lighting [*]Deferred Rendering [*]Directional Lightmaps [*]Light Probes The shader set that comes with Alloy has been designed to cover as many of the common permutations of features you might want as possible. Additionally, we've structured our shaders such to maximize the convienence of building your own variants on top of the Alloy core. So if you need to add in an extra fx map, or need your texture transforms rooted differently, you can do so without messing with the functional core of the set. Included Shader Variants: Cubemap and RSRM Reflectance Rim Lighting Detail Mapping Self-Illuminated Masked Incandescence Transluscence w. Distortion Alpha Cutout Terrain w. Up to 4 Splats And various permutations of the above. Other Demos you can Download Right now! Download Museum of the Microstar | Note this is a GPU-killer! GTX 560TI and up only! NO REALLY THIS IS THE MINIMUM SPEC! Download Warehouse Scene | This is an early baked lighting test. You will need to Alt+F4 to exit this, Sorry! Download The Hold | A game demo we produced last year that was our first use of Alloy! Technical Details and FAQ: What Versions of Unity does this support? Alloy currently supports Unity Pro 4.2.1 and up on Windows and OSX. What sort of performance should I expect? As cheap as Physically-based Shaders can get. Most of the cost you'll incur will be through having deferred mode engaged (if you use it), and having normal-mapping on every surface. Does Alloy work on Mobile? No, as Alloy requires linear lighting (and a pretty fat memory bandwidth), Alloy is not yet supported for mobile. We're still waiting for the hardware to catch up. How are you handling reflections? All Alloy shaders have two variants: RSRM and Cube-mapped. An RSRM is our in-house look-up texture for a sort of generalized horizon-style reflectance, that is pre-computer for 256 specular powers. What this means is that even if you don't want to manage unique cube-maps for your scene, reflective materials will still look shiny and distinct with only baked light (Museum of the Microstar used no cubemaps whatsoever). If however, you have a metal material that you want to have use a specific reflection, you can use our Cube variant, that lerps between the RSRM and you cubemap based on the material's smoothness. Thus you get the best of both worlds in terms of workflow/data management, while maintaining a coherent aesthetic! What BRDF are you using? We've chosen the Normalized Blinn-Phong BRDF for Alloy for several reasons. The first of which is that it plays nicely with a Light Pre-Pass renderer. As our projects have made almost exclusive usage of Deferred mode in Unity, we built our tech around this constraint from the beginning. Secondly, Normalized Blinn-Phong is cheaper than Cook-Torrance by a ridiculous margin, and having a Physically-Based model that could scale to much large scenes was of greater importance to us. We tried out Simplified Cook-Torrance, but found that it has a nasty tendency to blow out luminance values at grazing angles, and as such was inappropriate for scenes making heavy use of HDR, and visual effects reliant upon it. Though Normalized Blinn-Phong isn't as accurate as more expensive models, we've found that one gets most of the characteristic visual traits and benefits from physically based shading using it, at a marginal cost.