1. Help us improve the editor usability and artist workflows. Join our discussion to provide your feedback.
    Dismiss Notice
  2. We're looking for feedback on Unity Starter Kits! Let us know what you’d like.
    Dismiss Notice
  3. Unity 2017.2 beta is now available for download.
    Dismiss Notice
  4. Unity 2017.1 is now released.
    Dismiss Notice
  5. Check out all the fixes for 5.6 on the patch releases page.
    Dismiss Notice

[Release] Standard Particle Shader

Discussion in 'Particle System Previews' started by richardkettlewell, Mar 20, 2017.

Thread Status:
Not open for further replies.
  1. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    409
    We have created a new Surface Shader, for use with Particle Systems.
    To use it, you will need Unity 5.6.0f2 or newer.

    In many ways, it is similar to the Standard Shader (Physically Based Lighting, Normal maps, Emission, etc), but it contains a number of key differences to make it suitable for use with Particle Systems.

    For example, some Standard Shader features only suitable for static objects, such as lightmapping, have been removed. It also uses a faster, more approximate lighting solution when affected by many lights.

    In addition, there are new options specific to Particle Systems:
    - select various blend modes
    - control animated texture blending
    - disable lighting
    - control depth buffer fading
    - control camera fading
    - use a grab-pass for distortion/refraction effects
    - configure the Custom Vertex Streams automatically, based on the material setup (eg Tangents for Normal Mapping)

    We hope to ship this shader at part of stock Unity, at some point in the future, but there are some bugs we need to resolve first. We would also like feedback on this new shader. Therefore, we would like to offer the current version, for you to experiment with.

    To use the Shader, place the shader files (.shader and .cginc) in your assets folder, and place the GUI file in an Editor sub-folder, as described here: https://docs.unity3d.com/Manual/SL-CustomShaderGUI.html

    [​IMG]
     

    Attached Files:

    Last edited: Apr 5, 2017
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    409
    Release - f2 (20170620)

    This update aims to address some feedback raised in the previous iteration:
    - Split Lit and Unlit modes into 2 separate shaders (The new shaders are called Surface and Unlit. The intention with this naming is to convey that neither of these shaders offer volumetric lighting. One is a surface shader, and the other has no lighting. This may come in the future, but is not the goal of the current work. This renaming/separation also fits well with the idea of adding a Volumetric shader in the future.)
    - Added Two Sided option, to disable backface culling
    - Fixed Normal Map slot showing at times when it was not relevant
    - Premultiplied Alpha option is available in the Unlit shader (called Transparent, for consistency with Standard Shader naming)
    - (Hopefully) faster import times, due to dropping support for the SM2.0 fallback, and from splitting the shader into 2 parts
    - Fixed Metallic/Smoothness in deferred when using the opaque/cutout render modes
     

    Attached Files:

    Last edited: Jun 20, 2017
    ifurkend likes this.
  3. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    409
    Release - f3 (20170628)

    This update fixes 2 small issues in the previous iteration:
    - Using fog caused a compile error
    - An alpha clip value of 1.0 could cause flickering/corruption
     

    Attached Files:

  4. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    409
    Release - f4 (20170710)

    This update fixes some issues raised during UX testing:
    - Added warning message if any systems using the shader have incorrect Vertex Streams
    - Added Color Modes to the unlit shader, to perform blending operations between the albedo and the particle color
    - Further improvements to shader compilation time
    - Better default values for Camera Fade
    - Reduced intensity of Distortion effect
     

    Attached Files:

Thread Status:
Not open for further replies.