ORL Shaders Documentation

website·Indexed 32 days ago

https://shaders.orels.sh

Documentation for the ORL Shader ecosystem, including the ORL Shader Generator framework, ORL Shader Inspector GUI system for Unity, and a collection of specialized shaders such as Toon v2, Standard PBR, and various VFX and UI shaders. It covers the creation of modules, lighting models, and the use of the Map Baker to convert procedural effects into static textures.

Tokens
39.2K
Snippets
93
Records
330
Agent score
63%

What's inside ORL Shaders

  1. Overview of ORL Shader Generator

    ORL Shader Generator is a text-based shader-generator framework that allows developers to create shaders by splitting them into shader bases and individual modules. These modules can dictate Properties, Variables, Textures, Functions, and submodules, which the generator recursively gathers and de-duplicates. This approach avoids repetitive code and allows for global feature updates across multiple shaders. It supports PBR, Toon, and Unlit shaders, and can export to single-file shaders for distribution.
  2. Overview of Standard Vertex Animation shader

    The Standard Vertex Animation shader provides a way to add simple animations to meshes with support for GPU Instancing. This allows multiple objects (such as power-ups or collectibles) to run in a single batch, avoiding the need for individual animators. Multiple effects can be combined, though combining several effects in 'Local Space' mode may produce odd results; in such cases, try mixing Local and World space settings.
  3. Overview of the ORL Hotspotting Shader

    The Hotspotting shader automates the process of creating a sliced atlas for hotspotting, allowing developers to texture large surfaces with high-quality edge detail using a single material. It is designed to work with the Hotspot mesh provided in the Runtime/Assets folder of the ORL Shaders package and is compatible with tools like DreamUV, ZenUV (Blender), and UModeler (Unity).
  4. Overview of orels1/Standard Color Randomisation shader

    The Standard Color Randomisation shader tints objects sharing the same material based on their world position. This allows a single mesh to be duplicated and moved across a scene while appearing in different colors at each location. It is primarily intended as an environment design tool rather than for runtime movement.
  5. Overview of ORL Configurable Shaders

    Configurable Shaders are a system provided by the ORL Shaders package that allow users to mix and match different shader modules to create a custom result. This system can be used to add specific features (like LTCGI or Dither Fade) to existing shaders or to create an 'Uber shader' that combines multiple features to enable better object batching.
  6. Overview of orels1/Standard Layered Material shader

    The Standard Layered Material shader allows for complex material composition by stacking up to 5 total layers: one base layer and up to four additional masked layers. Layers are blended based on masks derived from either vertex colors or a multi-channel packed texture, enabling visual variety across different meshes using the same material.
  7. Overview of the Ghost Lines shader

    The Ghost Lines shader creates a visual effect consisting of lines overlaid on top of a glowing vertex wobble shader. It is designed to work out-of-the-box with default settings, but offers extensive customization via the inspector. To access all available parameters, the 'Settings Mode' must be set to 'Full'.
  8. Overview of ORL Toon Shader (Legacy)

    The ORL Toon shader is a fully-featured shader geared towards VRChat, based on XSToon. It mimics the Unity Standard shader lighting while adding toon-specific features like Ramps, Rim Lights, and Outlines.

    Note: This version is now legacy and no longer updated. Users are recommended to use Version 2 of the shader.

    Shader Variants:

    • Main: orels1/Toon/Main
    • Transparent: orels1/Toon/Transparent
    • Cutout: orels1/Toon/Cutout
    • Transparent PrePass: orels1/Toon/Transparent PrePass (recommended for hair with partial transparency).
  9. Overview of Map Baker for procedural shader baking

    Map Baker is a tool used to bake procedural shader effects (such as Hotspotting) into static textures and PBR materials. This process allows developers to maintain the visual result of a complex shader while removing the performance overhead of the procedural effect by converting it into a static ORL Standard material.
  10. Use Dither Fade shaders for smooth cutout transitions

    The Dither Fade shader is a distance-based fade shader that utilizes a specialized dither texture to create a smooth cutout transition. It is available in two primary variants depending on the lighting model required: orels1/Standard Dither Fade for PBR (Physically Based Rendering) materials and orels1/VFX/Dither Fade for Unlit/VFX materials.
  11. Migrate materials to ORL Shaders v6

    After importing the v6 shaders, use the built-in migration tool to update materials from the old shader architecture to the new one:

    1. Navigate to the top menu bar: Tools -> orels1 -> Migrate Materials.
    2. In the Migrator window, click Find Materials using ORL Shaders to identify all materials requiring migration.
    3. Review the list of identified materials.
    4. (Optional) Enable Dry Run to see planned changes in the console without applying them.
    5. Click Migrate Now to execute the migration.

    Check the Unity console for a log message confirming the number of migrated materials and any warnings regarding missing shaders or invalid materials.

  12. Implement soft particle fading with the Depth Fade module

    The Depth Fade module allows objects to fade in and out based on depth information, mimicking Unity's 'Soft Particles' mode. This is primarily used to fade out objects when they are close to a surface behind them. This module is compatible with all lighting models.