The last update put me over the desc. character limit so I've made another post.
Standard is honestly one of the most complex, impressive shaders Unity has to offer.
It is the gold-standard for lighting accurately and efficiently.
The main downside to using standard is that VRChat world lighting is often not optimal for Standard shader to shine.
Specular highlights don't work in baked light and reflections don't work without a probe.
I've taken it upon myself to fix that.
This is a literal hack for Standard shader that adds VRChat world specific features like simulated light and reflection fall-back.
I've added a few quality of life features as well but for the most part it is literally standard shader. All standard shader assets were acquired through Unity at
https://unity3d.com/get-unity/download/archive Here is a short video and photo album of its features [WIP]
Feature list:
All Standard features are fully functional.
Ramp offset and softness for toon lighting.
Specular, Metalic, and Default Standard workflow support.
Adjustable lighting.
Simulated light direction for lighting in baked light worlds with no real-time lights.
Color multiplied detail texture with masking for selective coloring.
I mean it's more or less just standard :v)
Changelog:
1.0.7
Includes the "Advanced Channel Settings" features for each workflow
This allows you to select the channel that is read per map per PBR property enabling the use of packed texture maps
Test these out and let me know if something's wrong. Thanks
Re-implemented parralax relief mapping for height
1.0.6b
Fixed EVERYTHING ambient/diffuse related (for real this time)
Added support for scruffy's stupid vertex lights
Fixed my dumb implementation of reflection dimming causing attenuation to go haywire
Moved bits of code around to the include files where they actually belong instead of everything being in the BRDF one
Fixed my editor (again)
1.0.6a*
The "back to standard" update
Seeks to return the look of the shader in all cases to as close to standard as possible while retaining the fixes I've implemented over the shaders lifetime.
It's basically a re-work of a previous public version that resembled standard a lot more closely.
*I somehow reverted the diffuse banding fix so that's back as of now.