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Advanced Cel Shaders Pack

Discussion in 'Assets and Asset Store' started by HB-Spartan-IV, Oct 19, 2017.

  1. HB-Spartan-IV

    HB-Spartan-IV

    Joined:
    Oct 2, 2014
    Posts:
    5
    Inspired by the graphics of the new "Legend of Zelda: Breath of the Wild" I made 3 Cel Shaders to work in unity that can achieve a similar graphic style, a main Cel Shader to be used on character and other models, a Foliage Shader to be used on foliage and a Simple water Shader to go with them.



    Screenshot (124).png Screenshot (123).png Screenshot (127).png Screenshot (177).png

    Features :
    - Multi-light Support with shadows.
    - Near and far distance fade options with adjustments.
    - Shader based foliage wind animation
    - Animated water shader

    Available now on the Asset Store you can check it out now here.
     
    Last edited: Oct 21, 2017
  2. Squeyed

    Squeyed

    Joined:
    Aug 26, 2016
    Posts:
    37
    Hey, really nice looking shader!

    Considering picking it up, though I cannot see any information regarding your method for object fading. Is it done in the shader itself? The reason I ask is that the file contents shown on the store page show a camera script. I'd also like to know if the object fade has an impact on performance when a large amount of objects are in a scene?
     
  3. HB-Spartan-IV

    HB-Spartan-IV

    Joined:
    Oct 2, 2014
    Posts:
    5
    The fading is handled by the shader and it's actually an optimization feature for big scenes and the script is a simple orbit camera script.
     
  4. Squeyed

    Squeyed

    Joined:
    Aug 26, 2016
    Posts:
    37
    Wonderful!

    That was a speedy reply, I'll pick that up now then. Cheers!
     
    HB-Spartan-IV likes this.
  5. Midnight_Games

    Midnight_Games

    Joined:
    Jun 6, 2013
    Posts:
    27
    How is the performance on mobile?
     
  6. HB-Spartan-IV

    HB-Spartan-IV

    Joined:
    Oct 2, 2014
    Posts:
    5
    Unfortunately mobile isn't supported currently, maybe in a future update.
     
  7. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    Hi @HB-Spartan-IV

    The shaders looks good but they are missing some features to become a full cell shading pack.

    1) Normal maps ?

    2) whater shader ? Actually it doesn't look like water but like a colored plane.
    Do you plan to make it similar to this one ?
    www.youtube.com/watch?v=5ZghidJ733Y
     
  8. HB-Spartan-IV

    HB-Spartan-IV

    Joined:
    Oct 2, 2014
    Posts:
    5
    I'm working on a lot of stuff to implement especially regarding the unity 2018 new rendering stuff so expect a lot of new things and yeah the water need a lot of work but the most important thing that is coming is a new custom inspector that will make things way more simple and easy.
     
    zenGarden likes this.
  9. jhopsonart

    jhopsonart

    Joined:
    May 20, 2018
    Posts:
    1
    Does this works with the new render pipeline of unity 2018?
     
  10. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Shaders don't "work with" render pipelines. They need to be new shaders made for either HDRP, or be a shadergraph-based LWRP shader.
     
  11. HB-Spartan-IV

    HB-Spartan-IV

    Joined:
    Oct 2, 2014
    Posts:
    5
    The Update for the Unity 2018.1 LWRP is on the way most likely by next week.