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SAS - Standard Anisotropic Shader

Discussion in 'Assets and Asset Store' started by DavidMiranda, Jan 11, 2016.

  1. ZorroBlade

    ZorroBlade

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    Hi @David_MG,
    I have bought the shader package in Store , Amazing Effect .
    Would u please ellaborate how can we make such a BRDF shader , like choose what kind of BRDF lighting mode , and a IBL reflect probe .
     
  2. atomicjoe

    atomicjoe

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    hopeful likes this.
  3. DavidMiranda

    DavidMiranda

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  4. DavidMiranda

    DavidMiranda

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    Humm, you would have to study lighting models. There are tons of documentation online.
     
  5. DavidMiranda

    DavidMiranda

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    There is a WebGL build of the hair shader. Notice that alpha to coverage is not supported here.
    2018-10-17_14-27-03.jpg
     
  6. blackbird

    blackbird

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    can you show other examples for hair shader please
     
  7. akuei2

    akuei2

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    Hi, how about hair shader performance at DAZ hair? example?
     
    StayUpLate likes this.
  8. soleron

    soleron

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    I have bought your shader, great work, please make a LWRP compatible hair equivalent. Thank you.
     
  9. mranger

    mranger

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    Jan 26, 2019
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    Hi - it doesn't seem to be working in 2019.2.6. I don't code but is there some sort of a little tweak I can put in there to get it going? I really, really need a cloth shader for some work I'm doing. Here is the error I'm getting:

    Shader error in 'SAS/Opaque 2-Sided': invalid subscript 'boxMax' at Assets/Standard Anisotropic Shader/Shaders/StandardAnisotropic.cginc(212) (on metal)

    Compiling Vertex program with UNITY_PASS_FORWARDBASE DIRECTIONAL SHADOWS_SCREEN LIGHTPROBE_SH LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF OCCLUSION_ON NORMALMAP _ALBEDO2UVCHANNEL_UV2
    Platform defines: UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING

    Thanks so much
     
  10. mranger

    mranger

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    Hi, sorry to bump this. I really need this to work, because I can't find any other options. Thanks so much.
     
  11. cineconcerts

    cineconcerts

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    Dec 18, 2019
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    Ok I was able to get it to work now on Unity 2019.2.6. What I did is just check "Reflection probes box projection" in the Project Settings, Graphics tab. I'm still trying to get the specular highlights (the thing that makes my velvet texture look cool with this shader) working on iOS, but at least it doesn't throw an error now and the diffuse of the material at least shows up on the phone.
     
    Last edited: Jul 9, 2020
  12. Kadaj

    Kadaj

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    Jul 24, 2014
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    Hi, thanks for your work, this is so helpful!

    However, I have some problems with the "Lacquered" version:
    1. The reflection is "flat", it doesn't seem to manage the "Box projection" of the reflection probe;
    2. It doesn't seem to blend multiple probes either;
    3. Sometimes, on some GameObjects, the reflection is still present even though the "Lacquer Reflection" parameter is set to 0.
    I'm running on Unity 2018.2.0f2 with the latest shader version (1.7).

    Thanks for your help.
     
  13. Harekelas

    Harekelas

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    Feb 3, 2015
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    864
    Hi, I'm trying to use the hair shader included in this package for my character's hair. But I found the hair got some transparent parts when camera is close to it:
    upload_2020-12-13_19-23-42.png

    These gaps will get more clear when camera stays still, but will be fixed on move. There is no such effect when viewing the hair in distance:
    upload_2020-12-13_19-25-13.png
    Any ideas how can I avoid this issue? This shader is the best hair shader I can find in the asset store(with no problem receiving shadows and Enviro fog). Really want to use it in my project as soon as the cut out issue is gone.
     
  14. atomicjoe

    atomicjoe

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    Check "Mip Maps Preserve Coverage" in your hair's texture import configuration and adjust the cutoff setting in the material.

     
    wetcircuit likes this.
  15. moslemcg2

    moslemcg2

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    Jul 23, 2017
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    Why spec color lerp to white by increasing the smoothness?
    In this image, I set the spec color close to black but when I increase the smoothness, I see the white specular on the model.
    photo_2020-12-18_16-17-39.jpg
     
  16. ragingrei

    ragingrei

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    Oct 18, 2017
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    I'm seeing pink in a blank URP project loaded only with SAS... Could have sworn it was working fine a couple weeks ago.

    Is it not working right in 2021.2.8f1?