For some class of objects it’s even better to use parallax occlusion mapping instead of tessellation. Although tessellation is also implemented (displacement & Phong smoothing), your output platform doesn’t need to handle it. Mainly they are based on very advanced POM (Parallax Occlusion Mapping) techniques that give impression of extruded surfaces without neccessity to use complex geometries or tessellation. On the top of the Standard Shader I’ve added a lot of new features that can enahance your visual output dramatically. As the name suggests it’s based on Unity’s Standard Shaders principles and uses standard PBR lighting implementation. SM5.0 (DX11, OGL4) for tessellation and better performance is preferred. – Various Parallax techniques (full Z-Write!) Download Now “If possible, please buy the package to support the developer”
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