A bunch of Unity shaders, materials, scripts and scenes based on Catlike Coding Rendering tutorials by Jasper Flick from here: http://catlikecoding.com/unity/tutorials/rendering. The set includes basic shaders, diffuse, specular and PBS lighting shaders, bump and normal mapping, shadow rendering, etc. Some of them have a few tweaks and modifications and they are all adapted to run on Unity 5.5.1.
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1. Object Position Shader: shades an object based on each fragment's position (object space). Based on "Shader Fundamentals" tutorial.
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2. World Position Shader: shades an object based on each fragment's position (world space). Based on "Shader Fundamentals" tutorial.
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3. UV Position Shader: shades an object based on each fragment's uv position. Based on "Shader Fundamentals" tutorial.
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4. Simple Texture Shader: shades an object using a given texture. Based on "Shader Fundamentals" tutorial.
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5. Simple Texture Detail Shader: shades an object combining two given textures, a main texture and a detail texture used to add detail to the former. Based on "Combining Textures" tutorial.
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6. Binary Texture Splatting Shader: shades an object combining two given textures, using a splat map to decide where in the object each texture applies. Based on "Combining Textures" tutorial.
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7. Generic Texture Splatting Shader: shades an object combining four given textures, using a splat map to decide where in the object each texture applies. Based on "Combining Textures" tutorial.
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8. Normal Position Shader: shades an object based on each fragment normal's position (in world space). Based on "The First Light" tutorial.
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9. Diffuse Shader: shades an object based on the diffuse light it receives from an only directional light, including object's Albedo color. Based on "The First Light" tutorial.
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10. Diffuse Specular Shader: shades an object based on the diffuse and specular light it receives from an only directional light (Blinn-Phong shading taking care of energy conservation), including object's Albedo color and Specular color. Based on "The First Light" tutorial.
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11. Specular Metallic Shader: shades an object based on the diffuse and specular light it receives from an only directional light (Blinn-Phong shading considering the Metallic workflow), including object's Albedo color and Specular color. Based on "The First Light" tutorial.
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12. PBS Shader: shades an object based on the PBR (Physically Based Shading) algorithm provided by Unity. Based on "The First Light" tutorial.
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13. Diffuse Specular Bump 1D Shader: shades an object applying Bump Mapping in 1D (Finite-Difference) based on a given greyscale height map. Based on "Bumpiness" tutorial.
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14. Diffuse Specular Bump 2D FD Shader: shades an object applying Bump Mapping in 2D (Finite Difference) based on a given greyscale height map. Based on "Bumpiness" tutorial.
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15. Diffuse Specular Bump 2D CD Shader: shades an object applying Bump Mapping in 2D (Central Difference) based on a given greyscale height map. Based on "Bumpiness" tutorial.
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16. Diffuse Specular Normal Map Shader: shades an object based on an Albedo texture and a Normal Map used to calculate bumpiness (does not consider Tangent Space). Based on "Bumpiness" tutorial.
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17. Diffuse Specular Normal Map Detail Shader: shades an object based on a main texture, a detail texture and its corresponding Normal Maps used to calculate bumpiness as an average of each normal. Based on "Bumpiness" tutorial.
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18. Diffuse Specular Normal Map Detail WB Shader: shades an object based on a main texture, a detail texture and its corresponding Normal Maps used to calculate bumpiness as an average of each normal (with whiteout blending). Based on "Bumpiness" tutorial.
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19. Diffuse Specular Normal Map Tangent Shader: shades an object based on an Albedo texture and a Normal Map used to calculate bumpiness, considering Tangent Space. Based on "Bumpiness" tutorial.
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20. Diffuse Specular NMT Shadow Caster Shader: shades an object based on an Albedo texture and a Normal Map used to calculate bumpiness (Tangent Space) and cast shadows to another objects coming from two Directional lights. Based on "Shadows" tutorial.
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21. Diffuse Specular NMT Full Shadow Shader: shades an object based on an Albedo texture and a Normal Map used to calculate bumpiness (Tangent Space) and cast shadows to and receives shadows from another objects, considering only two Directional lights. Based on "Shadows" tutorial.
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22. Diffuse Specular NMT Full Shadow U Shader: same as #21 but using Unity native functions and macros for receiving shadows. Based on "Shadows" tutorial.
The scenes are named following the format SceneXtoY_Z, where X represents the lower material ID for which the scene was used to test it, and Y represents the higher material ID for which the scene was used. Z can be either another individual material ID or a range of material IDs in the form XtoY or XtoY_Z.
Materials are created with the same number and name as the corresponding shader.