OK, huge update this time! The first screenshot is hands down the most difficult preset I’ve made so far, Plutonium: it’s intended to mimic the effects seen on the very expensive backsplash tiles in real life, which feature translucent glass, frosted scattering, metallic, and solid colored tiles all on the same sheet. This required a massive rewrite of the shader in order to handle such a heavy feature set, along with a couple neat features: scattering tiles, or frosted glass, will now be able to softly blur the underlying grout texture for a very neat effect! It uses a lower mip level on the grout texture in order to accomplish this, and the amount of scattering can be defined by a separate map. This heavy material is obviously intended for architectural visualization where the needs for quality trumps performance, but at 133 instructions in-development, it could run well in realtime once it’s compiled for release. If you want metallic tiles, you will also not be able to use the subsurface shader, so parts of the scattering effect are handled by emissive. And all these features and different sub-shaders are all toggleable and bug-free!
The next screenshot is of some rotten wood, and features two overlaid normal maps with tile distortion, as well as parallax mapping. Yes, you can make aged, weathered, and beaten up assets with this system! Note that these assets are not final, and can be changed or updated before the final release.
The next screenshot is the Neon preset, rendered entirely unlit, and perfect for rendering disco dance floors, or cool sci-fi pixel art!
Finally, you have the master shader network, near it’s ready to release state. If anything, I would like to work on an optimization pass to allow the use of textures that have been packed in channels over individual texture lookups. At the moment, the heaviest shader I made with this system uses 12 lookups (3 built in, 9 parameters), and the cheapest only uses 2 (the Tile Map, and Mask, required for the variation effect. A texture map and normal map require two new lookups, and on PC, 3 textures are required for calculating lighting). I would like to minimize this as much as possible for mobile developers.
