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Custom Shader

STEP 1 : Preparations

📘

Download the Custom Shader file before you begin.


Unzip the downloaded file and move the entire folder to your Unity project.

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The image above is an example of the unzipped folder in Unity Project.

  • Use the Standard_js shader for non-transparent materials, and use the StandardTransparent_js shader for transparent materials drag the shader to the appropriate Material to link.

Click on Select Shader in the gear icon next to Material to check if the item is correctly linked to the shader.

  • If the item is linked to a shader in another folder, try again.
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👍

Shader Property UV Area

To use the property, the UV for each area must be in the correct location.

1 - Albedo Texture
2 - First Material Setting
3 - Second Material Setting
4 - Normal Texture
5 - Sequin Texture
6 - RimLight Setting

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STEP 2-1 : Custom Shader - Velvet

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caution

Proceed after 3D modeling and mapping are completed.


Move the UV that you would like the velvet-like material one space up and save.

  • To use the NormalMap and RimLight in Standard_js shader, you must move the UV one or more spaces up.
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Import DR_55(sample date) from Unity.

To apply a velvet-like effect, you must have the metadata for ToneMapping, Standard_js shader, NormalMap (which allows Tiling/noise-effect).

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caution

You must have the metadata for each function (ToneMapping, Standard_js shader, NormalMap)


If you link the Standard_js shader to DR_55_top_shd, you can see the shader properties.

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  • To give a velvet-like effect, adjust the Normal properties and RimLight.
  • Link the SampleVelvet_Normal to Material. You will see that the Normal texture is only applied to the UV that was moved up one space.
  • Adjust the NormalTiling to change the velvet density.
  • Adjust the NormalPower to adjust the texture.
  • To give a back-lit effect, adjust the RimColor and RimPower.
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You will see that the velvet effect was only applied to the UV that was moved up a space.

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STEP 2-2 : Express the metal texture (split texture)

❗️

caution

Proceed after 3D modeling and mapping are completed.


Move the UV you would like to add metal effects to the right one space.

  • If you move the UV to the right one space, you can adjust the Glossiness and Shininess values of the Material used in the Standard_js shader.
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Import the DR_506(sample data) to Unity.

  • You must have the metadata for ToneMapping and Standard_js shader in order to use the Standard_js shader.

❗️

caution

You must have the metadata for each function (ToneMapping, Standard_js shader)


If you link the Standard_js shader to DR_505_shd, you can see the shader properties.

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Check the Second Spec to change the material of the UV that moved one space to the right.

  • Glossiness2 will adjust the glossiness/sheen of the material, and the Shininess will adjust the metallic look of the material.
  • Decrease the number of unused Material to decrease the resource data.
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STEP 2-3 : Sequin(Glitter)

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caution

Proceed after 3D modeling and mapping are completed.

Move the UV that you would like to add Sequin(Glitter) to up two spaces.

  • If you move the UV up two spaces, you can adjust the Sequin Texture of the Material in the Standard_js shader to give a glitter effect.
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Import the DR_204(sample data) to Unity. You must have the metadata for ToneMapping, Standard_js shader and SampleSequinTexture in order to use the Standard_js shader.

❗️

caution

You must have the metadata for each function (ToneMapping, Standard_js shader, SampleSequinTexture)


If you link the Standard_js shader to DR_204_SHD, you can see the shader properties.

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Link the Sequin Texture to the texture and adjust the NormalMap and RimLight properties to the give glitter effect.

Change the light to back light to make the Sequin effect more apparent.

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Link the SampleSequin_Normal and SampleSequinTexture to the locations the arrows are pointing at.

Next, adjust the NormalMap, NormalTiling, NormalPower and RimColor, RimPower values to create sequins on the edges.

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Sequin Texture is the source data for the main sequins. (The R, G, B channel changes depending on the angle of sight)

  • SequinColor = Sequin color
  • SequinRange = Sequin area
  • Intensity = Sequin intensity
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