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Retro PC/anime shader for URP Shader Graph - Color palettes, custom lighting, normal editing...

Discussion in 'Assets and Asset Store' started by Peter-Bailey, Sep 20, 2023.

  1. Peter-Bailey

    Peter-Bailey

    Joined:
    Oct 12, 2012
    Posts:
    35
    Greetings. I have been on and off these forums since 2010 (under a previous account) using Unity for education and personal projects. In 2018, I began a project reimagining the first mission from Star Wars: Dark Forces to refamiliarize myself with the editor after a decent hiatus.



    Some experiments with Shader Graph led to a side project in 2020 that had been a goal of mine since starting with Unity, which was to create the ultimate retro surface shader for all of my future demos and games. After 3 years of research, testing, and optimization, I am presenting my first asset on the Asset Store.

    https://assetstore.unity.com/packages/vfx/shaders/retrograde-shader-225079

    Retrograde Shader is a throwback to the height of late 90s PC software rendering, initially inspired by games like MDK and Jedi Knight: Dark Forces II. It's also heavily inspired by my love for vintage illustration and retro anime.

    Features include
    • Texture palettization using gradient maps and LUTs
    • Rare and historic color palettes indexed from 25 different retro PC games
    • Custom lighting and shadows
    • Half-lambert diffuse lighting, cel shading, point and spot light attenuation, and more
    • Shadow tint, shadow attenuation, shadow gradient mapping, shadow dithering
    • A unique way to anti-alias or blur shadow attenuation using offset dithering. Does not require percentage closer filtering (soft shadows) or normal biasing. Reduces shadow acne without a large amount of bias, resulting in less peter panning
    • Object normal editing. To improve the look of cel shading
    • Normal map posterization. Sharpens normal maps and shades them like pixel art
    • Normal map emboss and occlusion effects. Static shading that can react to dynamic light
    • Effect that improves the look of mip mapping for unfiltered textures. Includes a kind of mip bias adjustment for sharpening mipmaps without anisotropic filtering
    • Specularity and metalness, palettized reflections, anisotropic reflections
    • Glow, paint, and debris layers
    • Radial and vertical fog
    • Output palettization and screen dithering that is not post-processed
     
    Last edited: Sep 20, 2023
  2. Peter-Bailey

    Peter-Bailey

    Joined:
    Oct 12, 2012
    Posts:
    35
    There's currently a 50% new release discount for the next 4 days. I plan to include several new features in future updates, including transparency and vertex colors. Always looking for ways to improve the shader, so feedback is welcome.
     
    Last edited: Sep 21, 2023