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A standard lit metallic workflow shader that includes Color Noise Dithering, Geometric Specular Anti-aliasing, and Specular Lightmap Occlusion

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Geometric specular anti-aliasing, color noise dithering and specular lightmap occlusion shader

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.

Note

SLO will only work on lightmapped objects

Origin note

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

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A standard lit metallic workflow shader that includes Color Noise Dithering, Geometric Specular Anti-aliasing, and Specular Lightmap Occlusion

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