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Art/music/games/coding/sciences/shader/VR/twitch/vrchat/rants
VRC ID: ACIIL
aciil.booth.pm
twitch.tv/aciil
patreon.com/ACiiL
ko-fi.com/ACiiL_TechArt
github.com/ACIIL

フォロー数:486 フォロワー数:310

Some plastic/gem setup from manual adjustments to toon ramp color, specular smoothness, rim lighting, and environmental reflections.

Unfortunately Unity's poor alpha sorting + shadows makes this hard, so i pin style towards a NPR effect.

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Generally the upgrades been to specular and environmental reflection effects. I can do metallic like styles really heckin well now.

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Guess i can start posting results of my shader project publicly?

Fusing NPR and PRB style concepts is fun.

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Well matcaps are neat and can give the effect of complex lights im still iffy using them.

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Test Demo. Here is showing going past 16 texture looks up. I'm using two UNITY_DECLARE_TEX2D() With their own subsets of Samplers.

Thank you

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I modded Unity chan shader 2.0.3 to support baked lights only. Almost ready to release

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