Generic Material For Procedural Workflow

A major update here;
Added mip level parameter for all textures and base hierarchy.
Fixed clamping values on specular, now emissive and specular has additional boost parameters that is same with intensity but without clamping and applied at the end of manipulation.
Updated opacity fresnel and added more parameters.
Added missing cubemap fake parameters.
Fixed invalid domain error on parallax.
Changed priority of occlusion detail.

Well I have added a few instructions and if you have any spesific question, feel free to ask.
So here is an advice.
You may support visible seams of texture with normal maps, so seams would look very natural, the cut will not disturb eyes.
Just take polys of seams into 3rd UV channel and make a normal map with that. Assign it into NormalMapDetailA or B and check Use3rdUV.
You dont have to create a 3rd UV but you will need more resolution to make it more natural especially if some of seams are on smoothing groups.
So by just taking necesseary polys to another UV’s your resolution wont be wasted up and would be still procedural but it will increase draw call.
You may forget it if you are making mobile games or something.

thx caner_ozdemir for the update and thanks for the information aswell! k i think i need spend more time on your shader to figure out, what is not clear.
try to add a list of questions soon, but iam in holidays. :wink:

should we redownload the shader and still replace it? should work fine or?

A minor update.
Actually sorry for quick updates. And sorry for errors missing before.

Reduced instruction count when not using parallax.
Fixed parallax rotation bug.
Added ColorGrayGradient parameter.
Added EmissiveFilter manipulation parameters.

I have added update instructions.
For any other questions, feel free to ask, it could be about the material or anything.
You could also PM me for anything. Thanks and regards…

Hey man,

i followed your advice for the update. i had only 1 material instance, made with your shader. i packed it, into another folder.
then i closed my project, deleted the content of the libary folder and put the version 1.5.1 inside. Then i started my Project again. Problem is now, that the Generel Shader says “Missing Material Function”.

ParallaxIterative = Texture Object Missing
ParallaxIterative_SW = The is an Unspecfic Function inside, but no Error Message
RandomManipulatePanner/Rotator = Missing Material Function
CameraRotate-2_SW = Missing Material Function
RGBManipulation-2_SW = Missing Material Function
RManipulation_Sw = Missing Material Function

That was all the Error Messages i could find in My Project on your Shader.
Iam not sure whats going on. I can’t imagine that you missed to “load up” the
missing function.

but something is not working well.
any idea?

edit: i also got , when i delete the folder again and use lower version like 1.5.0 and 1.4.2. Thats strange isn’t it?
edit2: iam still on 4.7.0 Preview 5. Could a switch to Preview 6 help?

Edit3: Works again. If someone else got The same Problem, just delete The libary folder in your project, Import The shader from a lower Version (Preview 1 on 4.7.0) and migrate it back to your project.

greetz Spähling

Thanks for the feedback @Spaehling, changed ‘Update’ instructions.