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Skyshop Image-Based Lighting Tools & Shaders v1.09 (Aug 07, 2014)
Skyshop: Image-Based Lighting Tools & Shaders
Marmoset Skyshop is a comprehensive suite of shaders & tools for HDR image-based lighting in Unity. Illuminate your scenes with natural light!
*Works with Unity Free & Pro
Skyshop's editor tools control importing, converting, and managing panoramic images into HDR cubemaps. A full custom library of shaders is included for fast high-quality rendering from console to mobile.
NEW THIS VERSION
· Greatly improved run-time CPU use
· Skies now support custom diffuse spherical harmonics data computed externally
· Support for Knald Lys diffuse irradiance data (.ASH files)
· Fixed projection & sky blending on OSX Desktop platform
> Full Release History
> Interactive Demo
> Video Tutorials
> Homepage
> Quick Ref
> FAQ
TOOL FEATURES
· Panorama convolution tools
· Mipmapped specular reflection tools
· Sky Triggers for local skies
· ProbRender-to-cubemap tools
· High Dynamic Range (HDR) art pipeline
· RGBM encoded textures (low-memory HDR)
· Radiance HDR & PFM file importers
· Lightmapping integration (bake with HDR skies!)
SHADER FEATURES
· iOS & Android support
· Diffuse & Specular image-based lighting
· Gloss maps & per-pixel ctrl of blurry reflection
· Color specular maps
· sRGB rendering
· Deferred & Forward shader paths
· Full shader source included!
此处是下载地址,密码我会对下载者一起发放,10人发一次
此版本非最新的1.10版本,但我可以告诉你1.08,1.09.1.10这三个版本区别没有大区别,我没有放出1.10版本是因为不让开发者累死,比如NGUI作者
补充内容 (2014-9-30 08:55):
Skyshop 1.10.1 change log
====================
- Fixed shadows on terrains with more than 4 layers
- Fixed blending from local to global skies getting stuck at 99%
- Fixed Shader Forge box projection code generation (requires recompiling old shaders)
- Fixed probe capture crash under certain conditions
- SkyAnchors no longer draw red debug lines
Skyshop 1.10 change log
====================
Features:
- Added file format for custom diffuse spherical harmonics data ("SH Encoding File" stored as .asset)
(See "Custom Diffuse Files.txt" in docs for more info)
- Diffuse irradiance files (.ASH) generated by Knald Lys are imported and auto-converted to SH Encoding Files
- Added "Custom Diffuse SH" field to skies
Performance:
- Disabled objects are now ignored by Auto-Apply
- Compute sky exposures, dimensions, and transforms once per frame, instead of per Apply()
- Static object SkyAnchors call Apply only when necessary
- Global Sky is only applied when necessary
- Misc. allocation optimizations
Bug Fixes:
- Fixed box projection & sky blending on OSX desktop builds (Disabled MaterialPropertyBlocks on OSX desktop only).
Skyshop 1.09 change log
====================
Features:
- SkyManager Auto-Apply can now ignore objects by user-specified layer
- Added "Probe Only Static Objects" toggle to hide dynamic objects when capturing cubemaps
- Cubemaps created with the "New" button are named after the Sky object they were created through
- Added "Bumped Specular IBL Fast" shader with Diffuse(RGB)Spec(A) to the "Mobile/Self-Illumin/" category (iOS runs out of texture samplers otherwise)
- Reduced run-time memory churn in SkyAnchor and SkyManager (significantly!)
- SkyAnchor now caches renderer.materials lists (greatly reduces memory use)
- Added "Dynamic Materials" option to SkyManager in case material caches need to update at run-time (important if materials are added, removed, or replaced in renderer.materials).
- Added "Skip Time" feature to SkyManager API to set/fast-forward sky blending.
- Beta shaders are no longer zipped up in the install (hurray!)
Bug Fixes:
- SkyManager now only searches for MeshRenderer objects (a more robust fix for white 2D Sprites)
- Enabled MaterialPropertyBlock code again (helps material instancing and memory churn)
- Fixed all iOS vertex interpolant and texture sampler errors (affects mobile vertex color, vertex occlusion, and self-illumin shaders)
- Fixed all iOS mobile terrain and vegetation shader warnings (GLES does not support vertex-only fallback shaders)
- Changed "Action" to explicit "System.Action" everywhere
- Removed remaining "MARMO_SPECULAR_FILTER" from all skin shaders and fallbacks
- Exposed Translucency slider in "Skin Fast IBL"
- Fixed D3D11 forward transparent cutout (for some reason clip() is required)
skyshop 1.08.1 change log
====================
- Fixed 2D Sprites rendering white (Removed all MaterialPropertyBlock code)
skyshop 1.08 change log
====================
Shaders:
- All textures for all shaders now use Unity's tiling/offset GUI
- All specular shaders use one less vertex interpolator
- Fixed iOS bumped specular shaders (vertex interpolator limit)
- Added box projection support to occlusion shaders (vertex interpolator limit)
- Added iOS support to skin shader
- Removed Layered Uber shader to reduce shader keyword count
- Removed custom RenderTypes from last few shaders (custom RenderTypes break some postFX)
- Added "Skin Cutout" and "Skin Detail" to beta shaders
- Fixed "Tree Leaves Optimized" broken fallback
Scripting:
- Fixed LDR skies rendering white and way too bright (gamma & exposure issue)
- Added gamma/linear color-space detection back into C# side of Skyshop (needed for LDR sky fix)
- Sky.SpecularCube and Sky.SkyboxCube are now capitalized and use get/set to raise the Sky.Dirty flag
- Added field for custom probe camera to Sky Manager
- Unity 4.3 no longer uses MaterialPropertyBlocks (random properties change or break at runtime)
Skyshop 1.07 Change Log
=====================
Major Features:
- Sky blending/interpolation
- Box Projection for all shaders
- Spherical Harmonics Diffuse IBL
- new Sky & Sky Manager system
- new Sky API
- Local skies and sky triggers
- new cubemap probe system
- Shader Forge Integration
- Skybox blurring
Minor Stuff:
- GPGPU convolution/sky computation
- No more linear/gamma space detection on Sky objects (resolved in shader code)
- Faster terrain and vegetation shaders (per-vertex diffuse IBL)
- Mobile terrain shaders that don’t sample per-layer normal maps
- Fixed soft-occlusion tree shaders
- Faster shader building (mobile only builds for mobile, standard only non-mobile)
- Less buggy transparency, matching Unity's transparent shaders more closely (don’t write to z-buffer)
Known Issues:
- Advanced terrain shaders won't work on mobile (too many texture samplers)
- Use Mobile/Terrain/ shaders instead
- Gamma color space breaks Render-To-Cubemap mode and GPU Compute (results have gamma issues).
- Capture and image-process in linear color-space if possible
- Disable Render-To-Cubemap capture and use regular "Compute" otherwise
Skyshop 1.06.2 Hot-Fix
=====================
- Compute results no longer washed out (Input panoramas no longer auto-converted to linear space)
- RGBM importer now runs a clean-up pass, setting all imported RGBM .PNG files to
- uncompressed
- max size 4096
- not linear (does not bypass sRGB sampling)
- no non-power-of-2 scaling
- Skyshop texture slots perform similar check on inputs and suggest formatting changes to be made.
- Added translucency back to Marmoset Skin IBL
Skyshop 1.061 Change Log
======================
- Fixed Compute button being disabled when no Sky was in scene (endDisabledGroup() mismatch).
Skyshop 1.06 Change Log
=====================
Major Features
- Toggle for automatic/manual binding of indvidiual skies
- Sky script now handles OnTriggerEnter and OnTriggerExit events
- Added mobile-optimized "Skin Fast IBL" shader to Beta/ shaders
- Reload buttons to manually refresh the textures referenced by cubemap slots
- New-All, Find-All, and Clear-All buttons
- "Panorama Name" field for easy naming of cubemaps created with "New" and "New All"
- Simple Terrain shaders work on mobile platforms
Edit/Skyshop
- Unity no longer freezes when entering play mode with an Input Panorama present (serialization/memory bug)
- Adjusting intensity and exposure sliders no longer causes SH recompute (no more lagging!)
- Skyshop convolutions are no longer brighter than the source image (better normalization term)
- Input Panorama textures are set to "Bypass sRGB" before being used as input (fixes LDR horiz. cross gamma issue)
- Cubemap probes can be captured at 2048x2048 now
Shaders
- Skin shader now also scatters Unity light probes
- Skin and spherical harmonics brightness now matches other IBL cubes
- Fixed translucency with omni and spotlights
- Added 90 more degrees of range to anisotropic direction (now 0-180 degrees)
- Vertex Color and Vertex Occlusion shaders work with Unity's image and post effects (can't be custom render-type)
- Mobile Translucency and Simple Glass shaders work on Android again (was missing #MARMO_ALPHA)
- Shaders now keep a float _SkyID to make sure skies can only unbind themselves from specific renderers
- Box projection no longer affects diffuse lookups (it is expensive and looks bad with a diffuse distribution).
Known Issues
- Box projection works only in Unity 4.3+ (#pragma multi-compile requirements).
- Skyshop cubemap previews have to be refreshed manually when returning from play mode (Reload All button).
This is an alternative to the slow, memory-intensive serialization method that caused Unity to freeze in 1.05
- Vertex Occlusion and Vertex Color are ignored when capturing HDR cubemaps, a limitation of Unity's RenderType
and replacement shader system.
- Marmoset's Advanced Terrain shaders do not work on mobile platforms yet (investigation continues).
Skyshop 1.05 Change Log
=====================
Major Features
- Box Projected Cubemaps (Beta)
- Spherical Harmonics Diffuse IBL (Beta)
- Skin Shader (Beta)
- Anisotropic Highlights (Beta, skin shader only)
- HDR Render to Cubemap
- Fixed Prefabs
Script
- Skyshop no longer clears inputs and settings when entering play mode
- Added Apply(Renderer target) function to Sky script for per-object Sky binding
- Added diffuse spherical harmonic computation to happen automatically in the SkyInspector
- Added undo helpers into Util to conform to both Unity 4.2 and Unity 4.3 undo API
- Cleaned up Undo and made it more specific in a few cases
- Fixed non-mipmapped specular preview bug in SkyInspector
- Fixed mset_BeastConfig unreferenced leak
- Added UniformOcclusion shader parameter that can be set per object
- Added Sky.Apply to drawGizmosSelected for sky changes without an open inspector tab
- Cleaned up and refactored Sky.cs
- Added proper serialization support to a whole list of classes
Edit/Skyshop
- "Create Prefabs from Selected" will create prefabs from all selected skies (required for old skies).
Shaders
- Added "Beta" shader category for new shaders that are not quite production-ready
- Added Box Projection Cube-Mapping (Beta)
- Added diffuse spherical harmonics (Beta)
- Added SH-based skin shader (Beta)
- Added anisotropic direct light specular (Beta, skin shader only)
- Removed manual sRGB sampling code from grass & detail shaders (Unity 4.3 fixed a bug)
- Fixed invalid fallback paths in mobile & terrain shaders
- Made non-blended shaders output alpha of 1.0
- Disabled lightmapping in mobile bumped-spec shaders that use vertex colors/occlusion (too many interpolators)
New shader feature #defines
- #define MARMO_BOX_PROJECTION 1
- #define MARMO_SPHERICAL_HARMONICS 1
- #define MARMO_ALPHA
Alpha
- Shaders will write 1.0 into the output alpha unless this flag is defined
Box Projection
- Shaders with box projection enabled treat the Sky as being a box with finite dimensions
- Sky object's transform scale defines the bounds of the projection box
- Does not yet work with vertex-lit shaders
- Enabled with #define MARMO_BOX_PROJECTION 1 (Note: the 1 is new and important)
- Can also be toggled as a multi-compile keyword
- This feature is considered beta and only enabled in the beta category of shaders
Spherical Harmonics
- All skies now compute spherical harmonics coefficients to be used in place of the diffuse IBL cubemap
- SH is computed from the specular, skybox, or diffuse cube depending on which is present
- SH is computed automatically in the Sky Inspector, no recomputation necessary for older content.
- SH will be used in place of the diffuse IBL cubemap in shaders that enable the feature
- Enabled with #define MARMO_SPHERICAL_HARMONICS 1
- This feature is considered beta and only enabled in the beta category of shaders
Known Issues
- Unity 4.2 grass & detail shaders are now rendered incorrectly, they still need manual sRGB sampling which was fixed in Unity 4.3.0.
- Old Sky objects cannot be turned into prefabs (they lose script references), use Edit->Skyshop->Create Prefabs from Selected
- RGBM probe does not capture transparent objects
- RGBM probe does not capture tree or grass billboards properly
Skyshop 1.04.1 Change Log
=======================
Shaders
- Added Mobile/Occlusion/ shaders
- Fixed Self-Illumin shader fallbacks & shadows
- Removed blending from Transparent/Cutout (conforms to Unity & fixes shadows)
- Added "approxview" to all mobile shaders & fallbacks
- Fixed Mobile/Fast shader typos
Menus
- Changed "Refresh Skies" shortcut to ctrl+shift+R (ctrl+R is taken)
Skyshop 1.04 Change Log
=======================
Moved Unity requirements to Unity 4.2+
- Email support@marmoset.co to request a legacy build
- Legacy build will not include terrain shaders
SHADERS
New shader feature #defines
- #define MARMO_OCCLUSION
- #define MARMO_VERTEX_COLOR
- #define MARMO_VERTEX_AO
Ambient Occlusion Map
- Diffuse IBL occlusion in red channel
- Specular IBL occlusion in green channel
- Uses secondary UV set (texcoord1)
- Enabled in shaders with #define MARMO_OCCLUSION
- Shaders found in Marmoset/Occlusion/ category
Vertex Colors
- Vertex color can modify diffuse color
- Enabled with #define MARMO_VERTEX_COLOR
- Shaders found in Marmoset/Vertex Color/ category
Vertex Occlusion
- Vertex color can occlude image-based lighting
- Diffuse & specular IBL can be occluded separately using R & G channels
- Enabled with #define MARMO_VERTEX_OCCLUSION
- Shaders found in Marmoset/Vertex Occlusion/ category
Terrain Shaders
- Unity-style simple terrain shader + IBL
- Advanced Terrain shader
* Per-layer specular maps & controls
* Base normalmap (covers entire terrain)
* Base diffuse & AO map
* Diffuse & specular fresnel
- Optimized distant terrain shaders
- Usable on non-terrain meshes
- Shaders found in Marmoset/Terrain/ category
Vegetation Shaders
- Waving grass shader
- Detail mesh shaders
- Soft Occlusion tree shaders
- Tree Creator shaders
- Detail & grass shaders are replaced automatically
- Shaders found in Marmoset/Nature/ category
Vertex-Lit shaders
- Super-fast
- Shader-Model 2.0
- Vertex-Lit diffuse + IBL
- Vertex-Lit diffuse + diffuse & specular IBL
- Vertex-Lit diffuse + AO + diffuse & specular IBL
- Shaders found in Marmoset/Vertex Lit/ category
Sky-dome Shader
- For using the HDR sky cubemap with geometry
Combined Diff & Spec Texture
- Diffuse & specular maps sampled from the same texture
- Diffuse color in RGB, A used as both specular mask & gloss
- Enabled with #define MARMO_DIFFUSE_SPECULAR_COMBINED
- Used by Marmoset/Vertex Lit/ and Marmoset/Mobile/...Fast IBL shaders
MOBILE
- Mipmap gloss support for iOS, hazaa!
- Mipmap gloss support for Android devices that support it (not many)
- Added Specular Fast & Bumped Specular Fast shaders with extreme mobile optimizations
- Improved fast fresnel approximation to match desktop shaders
- Improved Android support (with fallbacks in case of mipmap gloss failure)
LIGHTMAPPING
Full directional lightmap support
- Specular & gloss maps now affect dir lightmapped specular
Added Lightmapped Diffuse & Lightmapped Specular Multiplier sliders
- Weights how much IBL is used on lightmapped surfaces
MENU FEATURES
Edit -> Skyshop -> Refresh Scene Skies
- Updates color-space on all skies in the scene
- Applies a sky if none are active (everything is black problem)
Edit -> Skyshop -> Upgrade Scene Skies
- Converts all skies in the scene to use the latest Skyshop features
- Part of namespaced scripting fix
Edit -> Skyshop -> Convert Scene to Mobile/Standard
- Goes through all materials referenced in the current scene
- Replaces all uses of standard Marmoset shaders with Marmoset Mobile ones (or vice versa)
Edit -> Skyshop -> Convert Project to Mobile/Standard
- Goes through all material assets in the entire project
- Replaces all uses of standard Marmoset shaders with Marmoset Mobile ones (or vice versa)
Edit -> Terrain -> Import/Export Splatmap
- Saves and loads PNG images as weight maps for terrain texture layers
- Useful for working with external terrain generation tools
BUGS & MISC.
- Proper namespacing in scripts to prevent conflicts with other third-party code
- Fixed deferred, Specular IBL fresnel bug
- Fixed Mobile Specular IBL shadow bug
- Fixed transparency + fog bug
- Fixed Simple Glass diffuse bug
- Changed skybox texture coords to float3 for consoles
- MarmosetCore now knows about MarmosetInput globals
- Substance specular maps now work with Marmoset shaders (fixed in Substance).
- Fixed an Android "everything is black" bug (hlsl2glsl hates _ variable prefix).
- DIRECT_DIFFUSE & DIRECT_SPECULAR properly separated from IBL, can actually be toggled now.
补充内容 (2014-9-30 08:59):
***********************由于些1.09版本被购买者有意泄露,所以网盘不再开放下载,最新版本版本也不会上传,感谢泄露者吧*************** |
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中国网盘.rar
121 Bytes, 阅读权限: 50, 下载次数: 16
光是下载地址,密码我会统一发,10人一发
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