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  • v1.1.5

    68fd6dad · Update Moristyles.cs ·
    - Changed the Reflections tab so that you can have the Matcap and Cubemap section active at the same time, this is not just nice to have for the user but it also let me get rid of every Keywords that were included in the Shader, with that being said there is still one Keyword left and active by default but it most likely does not contribute to the Keywordlist of your Game since it is a re use of one that the Standard Shader uses as well.
    
    - Added a Rim Light Texture Mask
    - Added support for offset and scaling on the SSS Thickness Map
    - Added "Point/Spotlight Shadow Intensity" to the optimized Lighting System so that you have controll over that as well (read the manual for more detail)
    - Adapted Specular Highlights for Indirect Lighting (except the Standard Highlights)
    - Changed the Step Based Cel Shading System so that you can color the Shadows there now as well.
  • v1.1.2

    1baee792 · initial commit ·
    Release: v1.1.2
    - Fixed Shadow issues which occured when i made all shader variants being able to support transparent rendering settings.
    - Implemented a whole new Lighting System which is active by default and especially good for VRChat.
    - Adapted Rim Lighting and Subsurface Scattering for Indirect Lighting.
    
    - Updated the Manual button url in the Shader Inspector since ive changed it a week ago when i rewrote the manual.
  • v1.1

    6053af67 · initial commit ·
    Finally ! Indirect Lighting Shadows are now implemented and available in all Shader Versions !
    The Occlusion Map will also contribute to the indirect Lighting by getting the lowest value of the Shadow Ramp and increases at its borders over the lit parts from the incoming indirect lighting in your scene.
    
    - Fixed some Cubemap Reflection issues when the Shadow Ramp was contributing to the Baked Cubemap calculations themselfs.
    - Fixed the Lighting situation for the Baked Cubemap from Indirect only to all Lightsources.
    - Cleaned up the "Baked Cubemap and Ambient Reflections" Shader Function for other people so that they/you can read it better.
    - Fixed Outlines fading for simultaneously having the Rendering options trimmed for Transparency.
    
    - Added some things to various Features and fixed some minor things here and there.
  • v1.0.6

    bf605255 · initial commit ·
    - Fixed the Outline Color which was pre multiplying with the Maintexture and is now seperated into a Tint function.
    - Fixed the Matcap Color in ADD mode which was pre multiplying with the Maintexture as well and now is a clean Light input instead.
    - Added Alpha Channel to all Advanced Versions for having full control over the Rendering options.
    
    A new function was added; The Outline can now be masked via seperate Texture.
  • v1.0.5

    f05310a0 · initial commit ·
    Release: v1.0.5
    Added a whole Set of Render options and some other small things
  • v1.0

    00317d9a · initial commit ·
    Version 1.0 Git Revision 2