Unity-Lux URP Essentials U3857
Lux URP Basic provides hand-written and optimized HLSL rendering and custom nodes for Shader Graph. It bridges the gap between HDRP and URP by adding missing advanced lighting modes and many other rendering features to cover most use cases.
Environment dependent shaders
Parallax terrain, mesh terrain, grass (including efficient grass displacement that does not require a 2nd camera, URP only), foliage, rock, water and tree creators
Advanced materials and lighting
Skin, Hair, Cloth, Transport, Clearcoat, Glass, Fluff, Toon Lighting, Simple Plane Shading, Light and Shadow Particles, and Light Expansion and Light Super
Effect
Quick outlines, edge-based animated highlights, hidden surfaces, screen coordinate decals, billboards and volumes
Shader Graph
Custom nodes for Cloth, Transport, Clearcoat, Transparency, Toon Lighting, and Plane Shading that function as some convenience helper nodes like Programmed Random Sampling
compatibility
Lux LWRP Essentials has been successfully tested on Unity 2019.1.3, 2019.1.6 and 2019.1.10 using LWRP 5.16.1 and Unity 2019.2.0f1 using LWRP 6.9.1.
Lux URP Basic has been tested with Unity 2019.3.1f1 / URP 7.2. on macOS, Metal, Windows 10 and DX11, and on Android (Mali and Adreno GPU) using Vulcan. Contains a resource bundle for URP 7.1.8.
All shaders support SRP Batcher.
All shaders support single-pass stereoscopic rendering – including shaders that can sample camera depth or transparent textures such as water, particles, decals, and glass. For more advanced shaders, URPs are required for single-pass instanced stereo rendering. Single-pass stereo rendering and single-pass instanced rendering tested with DX11 and Oculus Rift.
Documentation|Forum Topics
Environment dependent shaders
Parallax terrain shader
Assign a parallax terrain shader instead of Unity’s built-in all-in-one shader to automatically fix all tiling issues with various fixes, advanced parallax mapping and randomized procedural textures.
● Advanced parallax mapping and height-based blending for the first 4 layers.
● Random procedural texturing on the first layer of terrain to automatically fix any tiling issues.
● Fixed normal map.
● Fixed lightmaps.
● Terrain mesh blending (trial).
Mesh terrain shader
The Mesh Terrain shader supports shading any custom mesh using up to 4 detail textures (albedo, smoothness and normal) based on RGB splatter maps blended together. It typically samples all textures based on UVs, and can texture all kinds of terrain (even cliffs and overhangs) without any texture stretching – however, the first detail layer can be enhanced using top-down projections Mesh blends or hides texture seams at UV shell boundaries.
● Mix up to 4 different detail texture sets based on RGB splatter maps
● Combine texture map-based UVs with top-down projection to enhance mesh blending or hide texture seams at UV shell boundaries
Grass and leaves shader
Grass and leaf shaders help place individual grass blocks in the scene as a single game object, and the curvature of the scene is globally controlled by built-in wind zones and custom render textures.
● Support global wind
● Fast and realistic bending
● Touch bend or grass displacement (URP only, preview)
● Distance-based fade
● Designed for layer-based culling
● Foliage Shader: PBS Subsurface Scattering
Rock shader – includes top-down projection
The rock or top-down projection shader supports adding a texture set on top of a regular texture set based on the normal direction of the world coordinate system, creating effects like rock moss, eroded sand, or snow.
Projected texture sets sample in the world coordinate system, resulting in smooth textured surfaces even on multiple objects.
● Top-down projected texture set with albedo, smoothness and normals
● Proper normal blending, no need to do it in three directions
● Feature-rich hybrid
● LOD crossfade
● Optional support for metallicity, ambient occlusion, emissive and hybrid masks
● Optionally scale relative base texture tiles to maintain texel density
water shader
The water shader provides fast and realistic rendering of river and lake water.
● Precise refraction
● Depth of view based on underwater fog
● Blending with the soft edges of surrounding geometry
● Dynamically generated foam based on edges and slopes
● Supports perspective and orthographic projection
Tree Creator Shader
The Lux LWRP Tree Creator shader is a port of the built-in Tree Creator shader, supporting the combined use of the Tree Creator with LWRP and URP.
Advanced materials and lighting
skin shader
The skin shader uses pre-integrated skin lighting based on technology developed by Eric Penner, adding transfer lighting from a static thickness map on top.
● Dedicated specular and diffuse lighting
● Mix standard and skin lighting in a single material
● Distance-based skin lighting fade in and out
hair shader
The hair shader supports anisotropic Kajiya-Kay specular hair lighting and transport.
● Up to two anisotropic mirror lobes
● Anisotropic ambient light reflection
● Supports alpha testing and alpha blending
cloth shader
The cloth shader supports Charlie Sheen and GGX anisotropic lighting to cover a variety of different fabrics.
● Charlie Sheen and GGX Anisotropic Lighting
●Transmission
● Supports alpha testing and double-sided rendering
clear coat shader
The versatile clearcoat shader supports dual shading, adding metallic flakes, and even mixing clearcoat and standard lighting within the same material.
●Multiple coloring
● Coating and base layer normals
transfer shader
Versatile transmission or subsurface scattering, you can create materials such as wax or thin plastic, support transmission and surround diffuse lighting, and can mix transmission and standard lighting within the same material.
●Transmit lighting
● Customizable surround diffuse lighting
● Opacity and alpha testing
● Single and double sided rendering
Refraction glass shader
The glass shader supports adding refraction, tinting, and bump-mapped glass.
● Geometry driven refraction
● Bump map driven distortion
● Single and double sided rendering
Lighted and shadowed particle shaders
Lighted and shadowed particle shaders provide advanced lighting support such as attached lights, transports, and real-time shadows.
● Support directional light, spot light and point light source
● Real-time based on pixel or vertex shadows
● Tessellation
●Transmit lighting
● Supports flip blending, soft particles and camera fades, which function as a range of blending modes and just the right amount of fog
Flat shading
Planar shading lighting shaders and nodes support using planar shading with any mesh – regardless of its vertex normals.
Light-receiving extension shader
This shader extension has a built-in “lighted” shader and supports stencil buffer operations and (animated) rim lights.
● Support setting various template buffer operations
● Add (animated) rim lights
Light-receiving super shader
This shader even goes one step further than the lit extension shader, adding parallax mapping and advanced lighting features.
● Advanced parallax mapping
● Fade in and out towards camera
● Horizontal masking
● Geometry specular anti-aliasing
● Bend normals
● GI to AO
Effect
Fast outline shader
The fast outline shader supports highlighting objects by adding colored outlines without using any expensive full-screen image effects. Shaders are based on the stencil buffer and require the object to be drawn twice.
● No need for full screen image effects
● Based on template and depth buffer
● Adjustable outline color and thickness
● Supports the creation of various contour effects.
Decal shader
The decal shader supports adding screen coordinate decals, which have similar functions to deferred decals.
● Add a screen coordinate decal on top of any arbitrary geometry
●Light and non-light decals
● Distance-based fade
● Lighted decals support normal mapping, metallicity, emission and occlusion
billboard shader
The billboard shader supports the creation of lit and unlit billboards that are fully aligned with the camera or facing vertically towards the camera, suitable for creating halos, UI icons, or distant trees and objects, etc.
● Billboards that are aligned with or vertically facing the camera
● Billboards with and without light
● Supports alpha testing and alpha blending
Volume shader
Volume shaders help create fast volumetric beams or simple boxes or spheres.
● UDK-based beams
● Simple boxes and spheres.
Shader Graph
This resource pack comes with a large number of nodes for Unity’s Shader Graph, with more nodes being added all the time. The nodes currently included are:
● Cartoon lighting inspired by Unity Chan.
●Transmission
●Charlie Sheen lighting
● GGX anisotropic lighting
● Clear coating lighting
● Advanced transparent lighting supports perfectly directional shadows
● Flat shading
●Procedural random sampling
● Advanced parallax mapping
● Lens fade