Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future.
    Dismiss Notice

[RELEASED] OmniShade PBR - Uber Physically Based Shader

Discussion in 'Assets and Asset Store' started by OmniShader, Mar 17, 2022.

  1. OmniShader

    OmniShader

    Joined:
    Feb 12, 2022
    Posts:
    27

    OmniShade PBR on the Unity Asset Store

    Uber PBR shader, with everything the Standard Lit shader has and more with stylized lighting, blended layers, texture painting support, and blazing performance.

    Website | WebGL Demo | Discord Support | Forum | Email

    OmniShade PBR
    is a physically-based uber shader, able to achieve realistic lighting in a way that non-PBR shaders cannot. It is a highly extended version of the Unity Standard Lit shader, carrying over many of the great features from OmniShade, including rim light, reflections, blended layers, texture painting support, and more.
    It also offers blazing performance due to an automatic system of detecting the minimum calculations for any given feature set. And best of all, it was built with Unity Shader Graph -- so you can rest assured that it will always be supported with the widest compatibility on any pipeline going forward including URP, HDRP, and from Unity 2022 Built-In.

    If you've been using Standard Lit shader, then this will be a straight-forward upgrade, allowing you to fully integrate vertex color and texture painting with fantastic free tools like Polybrush, add additional rim lighting and reflections for special effects, use secondary detail maps, apply layered decals, add additional colors based on object heights, or simply fine tune colors and texture tiling parameters.

    Features

    All of the below can be used in any combination, with optimal performance.
    • PBR lighting
    • Metallic map, Normal map, Occlusion map, and Emission map
    • Color adjustments + saturation
    • Rim light
    • Reflection map
    • Vertex colors with Polybrush support
    • Detail map
    • 3 blended layers with texture painting support
    • Height based coloring
    • Shadow overlay
    • Vertex-sway for vegetation
    • Fade based on camera distance
    • Independent tiling & offsets for each texture
    • Opaque and transparent versions
    ...see our website for in-depth specs of each feature.

    On top of this, we also include:
    • URP and HDRP pipeline support, and Built-In from Unity 2022.2
    • Progressively adaptive performance which automatically detects and generates the minimal shader variant for any given set of enabled features
    • Built with Shader Graph for maximum compatibility
    • Script for animating textures in the shader
    • Slick collapsable shader UI
    • Modular design with 20 subgraphs, for reusability with other shader graphs
    • Tutorial demo scene
    With OmniShade PBR, we bring the features that mobile developers have come to love in OmniShade to high-def PBR games as well. We hope you love it!

    On performance, this shader offers similar performance to Standard Lit shader, and has a feature set designed to be fast enough for newer mobile devices. However, if you are targeting broadly mobile or doing a non-PBR game, we recommend the non-PBR version of OmniShade.

    OmniShade PBR on the Unity Asset Store

    Website | WebGL Demo | Discord Support | Forum | Email

     
    Last edited: Nov 4, 2022
  2. OmniShader

    OmniShader

    Joined:
    Feb 12, 2022
    Posts:
    27
  3. Bwacky

    Bwacky

    Joined:
    Nov 2, 2016
    Posts:
    67
    Hi!
    Do you have a feature comparison for what all the separate shaders released on the store do/don't?
    Right now it's a bit confusing what all the separated packages do and how they compare against one another.
     
  4. OmniShader

    OmniShader

    Joined:
    Feb 12, 2022
    Posts:
    27
    There's a lot of variety on the asset store, and they don't always compare well directly.
    I know one popular one is Better Lit Shader, which I can give a brief rundown comparison on.

    First, I'll admit that Better Lit offers a lot more features than OmniShade PBR, and the reason is because they built it on their custom shader framework called Better Shaders, as opposed to how I used Shader Graph which can be more limiting than a code-based approach. But the downside with a custom framework is you now rely on them to maintain compatibility with future Unity versions, like how they now released Better Lit 2021 shader. And if the author were to disappear, who knows whether your materials would be compatible with Unity 2022 or 2023.

    Also, in terms of features Better Lit is really more of a terrain shader with features like puddles, wind, snow effects, where as OmniShade PBR is built to be more like an extension of the Standard shader to be used in a general capacity.

    Lastly on performance, Better Lit is quite high-end -- clearly in the desktop class. OmniShade PBR on the other hand has performance like Standard shader -- designed to be fast on a broader range including newer mobile devices.

    Finally, nothing's to say you can't mix and match shaders in your project to get the best of all worlds.
     
    Last edited: Mar 24, 2022
  5. Bwacky

    Bwacky

    Joined:
    Nov 2, 2016
    Posts:
    67

    Thanks for the explanation and comparison to Better Lit - though I meant the differences between OmniShade vs OmniShade PBR vs OmniShade Pro :D
     
  6. Hazneliel

    Hazneliel

    Joined:
    Nov 14, 2013
    Posts:
    291
    Hello
    This shader got my attention as I am looking to replace UBER shader for one with Shader graph support, I have a couple of questions.

    1- How does it looks compared to UBER?
    2- Do each layer supports their own normal map?
    3- Does it supports a dissolve effect, its basically using a noise texture to do a cutout with border emission.

    Hope you can help me with this.
    Regards