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This repository has been archived by the owner on Jan 7, 2024. It is now read-only.

Releases: ACIIL/ACLS-Shader-1.0

ACLS +2.0

07 Oct 20:47
e343f71
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+2.0 version is currently hosted here free. With a different license.
https://aciil.booth.pm/items/1779615

ETA for migration to github and MIT license will come at another time.

The source listed below is automatic and is not recent to ACLS +2.0.

bug fixes

07 Jul 23:34
c22b162
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  • fix normal map tilt bias
  • fix tangent space creation

dev release v1.5

27 May 22:16
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dev release v1.5 Pre-release
Pre-release
  • Add texture settings support. (Now i know a easy production-ready way to flip that support without work...). Enjoy Point filtering or anisotropic filtering on your textures. Your main texture settings affects filtering for most other textures.
  • Bugfix a rare map problem blacking out ACLS shader after entering a map with dynamic light strength 0.001 (a big thunk problem on my part).

The User Request Update.

01 Dec 03:52
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Thank you my fans of ACLS Shader, I give back with all the support you given me. Those that participate in my work discord and DM's i was hearing your wants and bug reports.

This update contains new experimental features i been brewing for seasons and requests i been hearing for a long time.

Give bugs reports on the Issues page or within Discord.

Changelog.

  • Add Outlines for opaque and cutout queues. Its two new shader files.
    • Outlines Function and light better than comparable.
    • Actually proved that dynamic shadows are impossible(see work discord). ( •_•)
  • Add detail map, (R) albedo, (G) smoothness.
  • Add detail mask (RG)
  • Add diffuse rim effect to Diffuse tooning, edge colorizes by view and light angle to the Core and Backwards Area.
  • Add outer tint to rim lights, you can now blend 2nd colors on the fridge with fine control.
  • Add "Upright Matcap switch, so your crazy matcaps are upward in world space and ignore your head roll. ಠ_ಠ
  • Add matcap blurring, controlled by Specular roughness or manual by you.
  • Add Toon Ramp darkening by Dynamic Shadow.
  • Add UV0 & UV1 selection support for select detail effects.
  • Improved dynamic shadow controls and behaviour. The best controls possible anywhere.
  • Changed Diffuse GSF Effect behaviour.
  • Change "simple ambient" behaviour for Fallback cubemaps, spec matcap, some rim light configs. These will light brighter and on color.
  • Change Specular blending with main texture albedo behaviour. Slider is continuous and now blends with a possible Specular Map.
  • Change LightMap behaviour to be less ambiguous on all high and low remap controls.
  • Change toon ramp so Backward Area raps over Forward/Core, so dynamic shadow offset and LightMap controls can use this behaviour.
  • Fixed vertex lights fall off in ambient only maps (only point and spot light lit in and out of vertex light mode).

1.3.1

21 Sep 18:56
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  • Change mixup with diffuse settings affecting the light system.

Ambient, Reflections, and Shadows

20 Sep 20:19
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You'll find avatars match albedo in ambient-only maps now. Went off and tore up a flaw in my Indirect Light logic for this.
I also provided more ways to control effect lighting for rim lighting and dynamic shadows for further NPR to PRB control.

Some core lighting default settings have changed to support typical NPR behavior: Default Dynamic shadows are fainter and less impactful. Default lighting is intensity limited as majority of users in maps antagonize "blowing out" by being to bright.

Backwards compatibility warning: v1.3 Cubemap settings have changed. I have changed enable and control behaviour! Use the new Toggle to enable it and then set the control method.

Change Log

  • Redone Lighting so ambient-only maps dont over-bright material.
  • Change property defaults. This changes settings for nicer NPR usage with lighting.
  • Change Cubemap properties. Enable it manually.
  • Reversion to Cubemaps, Old "Enable & controls" must be set on old <v1.3 materials.
  • Redone Rim lighting sources for more control.
  • Add dynamic shadow mask control options for NPR and PBR usage.
  • Add GUI button that links to my resources and contacts.
  • Change Cubemap Fallback so it is color adoptive to the environment.
  • Fix black vertex lights so it doesnt count as a direction source.

The indirect scene lighting update

06 Sep 22:36
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Update adds and reveals finer controls toward indirect scene lighting between how Unity Standard works (PBR), and finer control for static ambient color that toon shaders (NPR) need and i extended. Do enjoy playing with "Static GI (indirect light) Max:Ave control" and other convenient controls added alongside Emission and Diffuse Matcap.

  • Add Indirect Static Max:Min color ratio control
  • Add Indirect Directionality Mix
  • Add Indirect Directionality Blur
  • Add Matcap DIffuse multiply with MainTex mix
  • Add Emission Tint from MainTex (RGBA)
  • Add Emission Mask from MainTex (A)
  • Raise #pragma target 5.0
  • Reorganized properties and change defaults
  • Internal GUI change

Minor Bug fixes v1.1.1

11 Aug 13:19
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  • Fix Linux file uppercase for cgIncludes (the shadow caster file).
  • Edit GUI presentation & defaults

The GUI UPDATE!

08 Aug 13:31
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Kept you waiting huh?

  • Add custom GUI
  • Add single pass instancing (SPI) support
  • Workaround "shadow flickering" in maps without a directional light, in some system setups.
  • Limit to Additional Lights Blending Setting in Alpha Transparent, as Premultiplied Alpha wants ADD mode and incorrectly darkened when lit by Point/Spot lights only.

Unity_2020-08-08_07-26-22

ACLS v1.0.6 Lighting update

29 Apr 00:50
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Particular changes in this release is improved lighting from the scene and ways to control brightness within HDR or LDR map lighting, followed by new options to blend effects like diffuse, specular, and rim lighting.

Change Log

  • Redone lighting so direct and indirect light sources are used more accurately. This also comes with a clever direct light deriving setup with the GI system.
  • Specular defaults off and must be switched on. Intended to help beginners and make that effect stack easier to manage.
  • New diffuse feature: can force backwards tone to match ambient lighting only. This effect is for more accurate PBR diffuse and a cheap sub surface effect by how you mix the toon ramp zones.
  • New Lighting control tab, new controls for typical overbright problems found in maps.
  • Add overbright limiter, switch from true HDR range, to clamped LDR range. This difference is response to a divide between VRC community mapping styles.
  • Add control for additional lights mixing so its a true ADD or a safe non-overbrighting MAX blend.
  • Add backface cull tinting. Now you can tint backfaces on "clothing" or other oddities that really should be created as a forward face.
  • New specular mask albedo mixing controls.
  • New rim light albedo masking controls.
  • Reworked dynamic shadows for dynamic lights, should be smoother and better self shadowing. Cannot be any better than what the map setup and gave to the shader however.
  • Shadow Caster matches face cull mode instead of being both sided. Good for cutout shadows.
  • Fixed and improved vertex lighting. Distance hitting should make more sense... as much at Unity is to break the VL blending concepts in the standard base pass.
  • Random property name cleanup, ordering, and new defaults on new materials.