Details & User Guide
This package contains a set of 12 shaders for PBR based shaders made specifically for Pebble and Pavement materials. 6 shaders with ambient occlusion and extra plus features are designed for PC/Console, and 6 shaders are designed for mobile game and application development.
There are multiple extra features introduced to the standard shaders for Pebble and Pavement specification, including:
1. Wet Surface: color desaturation can be adjusted based on the color bias chosen for the wet area of the wet surface pattern, meantime, users are able to adjust the Specular and Normal bias of the wet pattern. In addition, tiling and offset of the wet texture can be individually adjusted as well.
2. Extra Tiling Pattern: A major tiling pattern is introduced to the standard (Base) shaders, where users can apply individual extra strength on both white/black channels of the tiling pattern, including: 2 individual roughness, 2 individual secondary normal maps, and 2 individual occlusion strength(s).
3. Far Field Differentiation: render behavior varies with camera distance, where at near field real time render has full details and graphic qualities, meantime at far field, all secondary normal maps fall-off seamlessly into the main normal map, while all specular, roughness and occlusion bias reduce back to zero, in a seamless manner. Meantime, surface base color can be reduced to a chosen tone. In addition, users have full control over the decay and vanish distance.
High customizable adjustments are introduced as well, including: contrast, brightness, gray-level strength, maximum/minimum channel values (for linear interpolation 1.0 and 0.0), and normal bias. Users can modify most of the texture input properties in real time.
Varies input functionalities are introduced to each shader for optimizations of the rendering power, and enhancements for the graphic quality.
Albedo: Color Bias | Contrast | Brightness
Wet Surface: Contrast | White/Black Channel Strength | Threshold | Wet Color Bias | Normal Bias | Independent Texture Coordinates
Tiling Pattern: Contrast | Strength | White/Black Channels Strength | Threshold | General Strength
Specular: Contrast | White/Black Channel Strength | Threshold | Strength | Shift | Bias on Wet map white/black channels
Roughness: Contrast | White/Black Channel Strength | Strength
Normal: Strength | Bias | Bias on Wet map White/Black channels
Secondary Normal on Tiling White Channel: Strength | Bias | Primary to Secondary ratio
Secondary Normal on Tiling Black Channel: Strength | Bias | Primary to Secondary ratio
Far Field: Decay/Vanish Distance | Base Color Reduction
Ambient Occlusion: Contrast | Base value | Tiling White/Black channels Strength
Texture Coordinates: Rotation | UV Tiling | UV Offset
Uniform specular adjustment is introduced to some shaders
Uniform roughness adjustment is introduced to some shaders
Tech Details and Specifications
Numbers of Shaders: 12
Numbers of Sample Materials: 12
Numbers of Sample Textures: 9
Numbers of Demo Scenes: 4
Numbers of Demo Assets: 1 (background material)
Number of Display Cameras: 20
Wet Surface | Tiling Pattern | Far Field Differentiation
PBR Based Rendering
SM 3.0 | Full Forward Shadows | Standard Specular
Supported Platforms: PS4 | Xbox One | PC | iOS | Android
Render Type: Opaque