This is a standard lit custom shader for unity that includes the following improvments over standard shader:
- Color Noise Dithering
- Geometric Specular Anti-Aliasing
- Specular Lightmap Occlusion*
It expands on this with a custom shader editor that controls shader feature activation based on provided textures to optimize the runtime performance.
SLO will only work on lightmapped objects
This is a performance optimized Unity package version for usage in the package manager. It bases on on the Valve GSAA + dither implementation by Xiexe & TCL under MIT at https://github.com/Xiexe/PBR_Standard_Dithered_GSAA_SLO