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Lux LWRP Essentials v1.33
Lux LWRP Essentials provide a growing collection of manually written and optimized HLSL shaders and custom nodes for Shader Graph. It bridges the gap between HDRP and LWRP/URP by adding missing advanced lighting models and adds a ton of other rendering features to cover a wide range of use cases.
Environment related Shaders
Parallax terrain, mesh terrain, grass including grass displacement (URP only), foliage, rock, water and tree creator
Advanced Materials and Lighting
Skin, hair, cloth, transmission, fuzz, clear coat, refractive glass, toon, lit and shadowed particles and flat shading
Fast outlines, rim based animated highlights, hidden surfaces, screen space decals, billboards and volumetrics
Custom nodes for cloth, transmission, clear coat, transparent, toon lighting and flat shading next to some handy helper nodes like procedural stochastic sampling.
Lux LWRP Essentials have been successfully tested in Unity 2019.1.3, 2019.1.6 and 2019.1.10 using LWRP 5.16.1 and Unity 2019.2.0f1 using LWRP 6.9.1 on macOS and Metal, Windows 10 and DX11 and Android (Mali GPU) using Vulcan.
All shaders support the SRP Batcher.
All shaders support Single Pass Stereo rendering — this includes shaders, which sample the camera depth or opaque texture like water, particles, decals and glass. Single Pass Instanced Stereo rendering needs URP when it comes to more advanced shaders. Single pass stereo rendering and single pass instanced rendering have been tested using DX11 and Oculus Rift.
A preview package for URP 7.1.5. Is included.
Documentation / Forum Thread
Environment related Shaders
Parallax Terrain Shader
Assign the parallax terrain shader instead of Unity’s built in one and benefit from various fixes and advanced parallax mapping.
● Advanced parallax mapping and height based blending for the first 4 layers.
● Fixed normal mapping.
● Fixed light mapping.
● Terrian mesh blending (experimental).
Mesh Terrain Shader
The mesh terrain shader lets you shade any custom mesh using up to 4 detail textures (albedo, smoothness and normal) mixed together based on a RGB splat map. It usually samples all textures according to the UVs allowing you to texture even cliffs and overhangs without any texture stretches – however the first detail layer may use top down projection to enhance mesh blending or hide texture seams at UV shell borders.
● Up to 4 different detail texture sets mixed based on a RGB splat map
● Combine UV based texture mapping with top down projection to enhance mesh blending or hide texture seams at UV shell borders