< Unity3D - ShaderForge 0.28 >seeders: 1
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< Unity3D - ShaderForge 0.28 > (Size: 60.33 MB)
DescriptionRequires Unity 4.3.0 or higher. Shader Forge Beta 0.28 Unity and Unity Pro 4.3+ compatible Shader Forge is a node-based shader editor, aiming to push the visual quality of Unity to new heights, giving you the artistic freedom of shader creation in a visual and intuitive way - no code required! Workflow: • Create shaders visually, without any coding needed • No extra files to sync over your version control system; Shader Forge uses a single file for shaders - the .shader file itself • SF writes CG shaders that can be used in any project, without installing Shader Forge • Works in both Unity Pro and Unity Free • Documentation and support center, for contributing feedback and bug reports Some of the features: • Built-in Physically Based Lighting mode and energy conserving shading • Visual and intuitive interface - Get a clear overview of what each node does • Custom lighting nodes and IBL support, with seamless Skyshop integration coming soon! • DX11 Tessellation & Displacement • Transparency; both partial and alpha clipping • Refraction & Render Textures • Optionally use lightmapping and light probes / Spherical harmonics • Plus all the essentials such as cubemaps, custom blending modes, depth sorting, fog control, and much much more! Alpha/Beta tests so far: Shader Forge has been alpha-tested by a wide range of developers at companies ranging from several large studios such as Blizzard, DICE, Ubisoft, Bungie, EA, Avalanche Studios, Rovio, to indie studios such as Killbrite, InXile, The Chinese Room, and even developers like Marmoset, Samsung and Unity themselves. A ton of feedback was provided during the testing phase, and this phase is now nearing its end, where you can jump into early-access for 20% off the full price :) Possibly coming after 1.0: (If Shader Forge does well, here are some features I'd love to implement!) • Add built-in spherical area light support • Add Deferred rendering support with a clean way of making custom lighting rules apply to your rendering needs • Add an advanced mode, splitting vertex and fragment programs, and splitting into multiple passes, allowing you to create very optimized and speedy shaders • Add a modular node nesting system, to bundle a set of nodes into a single node, and share your combined nodes with others Please RATE, COMMENT and SEED as it helps me and other users. Thanks Sharing Widget |
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