Import time – when you create a .shader file
- compile the shader variants only when needed, etc. platform, variants
Build time – when you build a player
- [level 1] ShaderLab -> glsl or hlsl or …etc
- if platform supports, from [level 2] hlsl -> IL or MetalSL to AIR…etc
- Cache identical shaders under Library/ShaderCache
- compile only not-yet-ever-compiled shaders (variants for this platform only)
Run time – when you open the app
- [level 3] glsl or hlsl or IL or AIR…etc -> driver (GPU bytecode)
- because target device is unknown for PC/mobile at buildtime
- Depends on driver, when to compile these codes e.g. only when it’s used
- use shader pre-warm to “use” shaders to trigger compilation
Sources from lukasc, robs, Unity Manual and https://blogs.unity3d.com/2014/05/06/shader-compilation-in-unity-4-5/
I know many people are curious about how to make shaders available for Shuriken Particle System to use, the concept is very simple!!
Continue reading “Unity Shader for Shuriken Particle System”
As mentioned, the Lava Flowing Shader has been released for free on Unity Asset Store!
As my knowledge about shader keeps growing slowly, I found that I can blend more than 2 layers of “UV”…..It is because the 2 texcoords limit only limits on input. Your FBX model can only have 2 UV channels but shader can make instances of the 2 UV texcoords and thus let you have more layers of texture blending. I will try to update the package later.
Another package Simple SeeThrough Shader has been released on Unity Asset Store also. Link: https://www.assetstore.unity3d.com/en/#!/content/33924
Continue reading “2 Unity Packages are already up”
Me and my partner is going to upload asset packages to Unity Asset Store including the Lava Flowing Shader(will be free) and a particle effect package. Please check the reddit post here :
Continue reading “Asset Packages coming up soon…”
“Color Tint” is an usual setting appeared in shaders, which normally doing the multiply effect to textures. Multiply makes everything darker, you cannot keep a part of texture to remain white, unless the shader lets you to have the alpha channel specifying which area would be affected.
Continue reading “Awkward, but a cheaper option instead of hue shift shader”