SpheroShaderPack version 1.0.0 6/27/2020 Thank you for your purchase of my shader pack! This pack will be updated as I make new shaders and/or change the existing! I hope you enjoy! Table Of Contents 1. DEPENDENCIES 2. Unity Versions 3. Getting Started 4. Customizing 6. Shader Properties 7. FAQ 8. Contact Info/Support 9. Changelog 1. DEPENDENCIES URP version 8 or newer Shader Graph 2. Unity Versions 2019.3 or newer 3. Getting Started 1. Install dependencies from Unity Package Manager if not already installed. 2. Import package into project 3. Open demo scene in SpheroShaderPack/Scenes/Demo 4. Press play to see shaders in action 4. Customizing Each material uses a shader. On that material you can change the properties of the shaders to get various different results. I have put together a few example cases of how these shaders could be used. You will find these examples in the demo scene. If you want to use either of these yourself as is, just drag the corresponding material from the SpheroShaderPack/Material/ directory onto your mesh renderer. If you would like to make new versions of one of these shaders, when you make a material, choose the proper cooresponding shader graph. 5. Shader Properties 1. Dither Shader Can NOT receive shadows - Color _BaseColor Determines the color of the dither effect. Is not HDR color - Emission _EmissionColor Multipled with Color to determine the emission color and intensity. Is HDR color - Dither Strength _DitherStrength Controls how much of the dither is clipped out - Fresnel Power _FresnelPower Multiper to control the size of the fresnel (the edge highlight) - Pulse Speed _PulseSpeed Determines how quickly the shader pulsates the fresnel, if at all - Pulse Max _PulseMax Controls the maximum value of the pulsating fresnel - Pulse Min _PulseMin Controls the minimum value of the pulsating fresnel - Noise Scale _NoiseScale Controls the size of the noise - Noise Speed _NoiseSpeed Controls how quick, if at all, the noise moves across the surface - Noise Direction _NoiseDirection Controls the direction the noise moves if it moves at all - Noise Hardness _NoiseHardness Controls the contrast of the noise 2. Highlight Shader Can receive shadows - Color _BaseColor Determines the color of the highlight. Is not HDR color - Emission _EmissionColor Determines the emission color and intensity. Is not mulplied with base color. Is HDR color - Fresnel Power _FresnelPower Multiper to control the size of the fresnel (the edge highlight) - Pulse Speed _PulseSpeed Determines how quickly the shader pulsates the fresnel, if at all - Noise Scale _NoiseScale Controls the size of the noise - Noise Speed _NoiseSpeed Controls how quick, if at all, the noise moves across the surface - DissolveLevel _DissolveLevel Silder from -0.1 to 1. Controls how much of the shader is currently dissolved. You can use this to programatically dissolve objects out of the scene - DissolveEdgeThickness _DissolveEdgeThickness Controls how thick the edge of the dissolve is - DissolveEdgeColor _DissolveEdgeColor Controls the emission color and intensity of the dissolve edge. Is blended with base color/emission. Is HDR Color 3. Scanline Shader - Color _BaseColor Determines the color of the scanlines. Is not HDR color - Emission _EmissionColor Multipled with Color to determine the emission color and intensity. Is HDR color - Fresnel Power _FresnelPower Multiper to control the size of the fresnel (the edge highlight) - Pulse Speed _PulseSpeed Determines how quickly the shader pulsates the fresnel, if at all - Noise Scale _NoiseScale Controls the size of the noise - Noise Speed _NoiseSpeed Controls how quick, if at all, the noise moves across the surface - Scan Count _ScanCount Controls how many scan lines are on the shader at any given time - Scan Density _ScanDensity Controls how dense the scan lines are 4. Toon Water Shader Can NOT receive shadows - Water Color _BaseColor Controls the overall color of the water. Is not HDR color - Light Water Color _HighlightColor Controls the color of the highlights on the surface. Is not HDR color - Dark Water Color _ShadingColor Controls the color of the shadows. Is not HDR color - Emission _EmissionColor Multiplied with all other colors to determine the emission color and intensity. Is HDR color - Size _Size Controls the size of the highlights and shadows - Flow Texture _FlowMap Takes in a texture to distort the highlight and shadows to make them look as if they are changing - Flow Strength _FlowStrength Multiplies the distortion caused by the Flow Texture - Flow Speed _FlowSpeed Controls how quickly the flow texture distorts and how quickly the highlight and shadows move, if at all - Flow Direction _FlowDirection Controls the direction the potentially moving water - Foam Strength _FoamStrength Controls the density of the highlight and shadow - Foam Speed _FoamSpeed Controls how quickly the highlight and shadows change shape - Foam Shear _FoamShear Controls the radial stretching of the highlights and shadows. Typically only x and y will be used - Foam Density _FoamDensity Controls how many highlights or shadows there are - Foam Step _FoamStep Controls the thickness of the highlights and shadows - Depth _Depth Sets the offset of the shadow from the highlight - Choppiness _Choppiness Controls how much the verticies of the mesh are moved in a wave 6. FAQ 1. Q. Can I use these in a commerical project? A. Yes! You may use, modified or not, in any project. 2. Q. Can I resell? A. No! This asset is mine, and mine alone to sell. You may not resell as is nor modified versions of my work. 3. Q. I use the defualt render pipeline, can I still use these shaders? A. As of right now, I do not provide a defualt render pipline version of these shaders. 4. Q. I use HDRP, can I still use these shaders? A. HDRP and URP are quite similar. You will however need to change the master node in the shader graph to a HDRP master node, either Lit, Unlit, or PBR. 5. Q. Cool shaders! Do you have more assets available for purchase? A. Absolutely! For more information of what I have available, please reference https://www.playpolaris.com/products/ 6. Q. I found a bug! How can I report it? A. Please fill out the Contact form over at https://www.playpolaris.com/contact/ with details about which asset and how I can reproduce the bug! 8. Contact Info/Support For additional information and support, visit https://www.playpolaris.com or email spheroustwitch@gmail.com If you'd like to follow the production of my assets and my game, please follow me at https://www.twitch.tv/spherous or https://www.youtube.com/channel/UCRSh5j6jqQf5FLQcpf-5xqQ If you'd like to further support the production of my asset or my games, please check out my Patreon! https://www.patreon.com/spherous Can I donate directly? Of course! Head over here to leave me a tip: https://streamlabs.com/spherous/tip You may buy me a coffee at https://ko-fi.com/spherous I do love my caffeine I do also accept cryptocurrency, if you wish to tip me that way, email me, and I will provide you with an applicable wallet address on request. My Twitch lists a few common ones already (BTC, ETH, XRP, ENJ) 9. Changelog Version 1.0.0 6/27/2020 Release