# UniversalShaderExamples **Repository Path**: tanran178/UniversalShaderExamples ## Basic Information - **Project Name**: UniversalShaderExamples - **Description**: No description available - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2021-03-26 - **Last Updated**: 2021-06-24 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Universal Shader Examples ###### This project contains a collection of shader examples for [Universal Render Pipeline](https://unity.com/srp/universal-render-pipeline). #### Requisites: - Unity 2019.3.9f1 or later - UniversalRP 7.3.1 or later - You need [git-lfs](https://git-lfs.github.com/) to download the large asset files. Most Git client UI comes with support to git-lfs. #### How to use this examples - Clone the repository. You must have git-lfs enabled. - Load in Unity. - Examples are located in `_ExampleScenes` folder. Each scene contains a different example bundled with shaders and materials. # Examples in this project ## Unlit Examples All unlit shader examples except the first one support realtime shadows (cast and receive). ### 01 UnlitTexture Basic "hello world" shader. ![UnlitTexture](../images/Scene01.png?raw=true) ### 02 UnlitTexture + Realtime Shadows Unlit with support for receiving and casting realtime shadows. ![UnlitTextureShadows](../images/Scene02.png?raw=true) ### 03 Matcap Matcap with support of per-pixel normals. ![Matcap](../images/Scene03.png?raw=true) ### 04 Screen Space UV Screen space uv texture mapping. ![SceenSpaceUV](../images/Scene04.png?raw=true) ## Lit Examples ### 50 Baked Lighting Only No direct lighting. Global Illumination (skylight + SH and Lightamps) + realtime shadows. ![UnlitTexture](../images/Scene050.png?raw=true) ### 51 Lit Physically Based Physically Based Lit shader supporting metallic workflow. ![LitPhysicallyBased](../images/Scene051.png?raw=true) ### 52 Cleat Coat Physically Based Cleat Coat Physically Based evaluates a second BDRF for thin coat layer. ![LitPhysicallyBased](../images/Scene052.png?raw=true) From left to right: car flakes, carbon filter, lacquered wood. Top spheres are without the coat layer, using the standard Lit Physically Based shader. Bottom spheres are with the Clear Coat Physically Based shader. # Resources * Mori Knob downloaded from Morgan McGuire's [Computer Graphics Archive](https://casual-effects.com/data) * UV grid textures downloaded from [Helloluxx](https://helloluxx.com/tutorials/cinema4d-2/cinema4d-materials/uv-grids/) * MatCap textures from [Nidorx Github](https://github.com/nidorx/matcaps) * Clear Coat Materials from [Unity Measured Material Library](https://github.com/Unity-Technologies/MeasuredMaterialLibraryURP)