Unity’s new Standard Shader is physically-based for higher visual quality, a more intuitive workflow for artists and faster iteration. And  to answer popular question – yes, we want this shader to be available to all Unity users including Unity Free.

Unity的新标准着色器基于物理,可提供更高的视觉质量,更直观的艺术家工作流程和更快的迭代速度。 并回答一个常见问题–是的,我们希望所有Unity用户(包括Unity Free)都可以使用此着色器。

Get an overview of the highlights from our video:

从我们的视频中概述要点:

演示地址

Our Physically-based shader has been maturing for quite a while. It is built on ideas we first developed for our Butterfly Effect production which have then been pushed further to become an integral part of how Unity 5.0 is built.

我们基于物理的着色器已经成熟了一段时间。 它是基于我们最初为Butterfly Effect产品开发的构想而来的,这些构想随后被进一步推动成为Unity 5.0的组成部分。

Much of what makes Unity special is the user experience. Therefore, it was crucial for us to develop the shader’s interface in collaboration with its actual users, so we iterated closely with top industry artists at all stages of development. We also worked with companies that specialise in capturing physical material data. We wanted to get the flow right, be intuitive and artist-friendly, and choose solid standards to make this future-proof. We are happy with the results and we hope you’ll be as well.

使得Unity特别与众不同的是用户体验。 因此,对我们来说,与着色器的实际用户合作开发着色器的界面至关重要,因此我们在开发的各个阶段都与顶级行业艺术家进行了密切的迭代。 我们还与专门捕获物理材料数据的公司合作。 我们想要使流程正确,直观且对艺术家友好,并选择可靠的标准来确保这种面向未来。 我们对结果感到满意,希望您也一样。

So… tell me about the shader.

所以……告诉我有关着色器的信息。

Physically-Based Shading

基于物理的阴影

PBS is the emerging industry-standard for 3D-authoring tools used in major film productions. It allows for a very large amount of freedom with intuitive rules.

PBS是主要电影制作中使用的3D创作工具的新兴行业标准。 通过直观的规则,它可以提供很大的自由度。

No matter what textures or material values you choose, your object will look as you would expect in the real world and will react correctly to changes in lighting. Stronger highlights are usually smaller, objects tend to be reflective at grazing angles, etc.

无论您选择什么纹理或材质值,对象都将像您在现实世界中所期望的那样看起来,并且将对照明的变化做出正确的React。 较强的高光通常较小,对象在掠射角度下倾向于反射等。

One shader to rule them all

一个着色器来统治所有人

Our PBS can recreate many different materials, from stone and wood to metals and plastics, with control over blending within the same user interface.

我们的PBS可以重现许多不同的材料,从石头和木材到金属和塑料,并可以在同一用户界面中控制混合。

As an artist there is far less browsing and guessing through the shader tree; just choose the new Standard Shader and tweak it to your heart’s desire for looks and performance.

作为一名艺术家,着色器树中的浏览和猜测要少得多。 只需选择新的标准着色器,然后将其调整为您对外观和性能的渴望即可。




unity与h5交互 unity支持h5_unity与h5交互


Adaptive shading

自适应阴影

The shader interface has texture slots that control the shader’s behaviour. Adding and removing textures re-programs the shader so it only contains code needed for the slots that are used. It is, essentially, the “pay as you go” of shading.

着色器界面具有控制着色器行为的纹理插槽。 添加和删除纹理会对着色器重新编程,因此它仅包含所使用插槽所需的代码。 本质上,它是阴影的“随用随付”。

If a slot requires additional controls for tweaking, those will appear when the slot is used, and will stay out of sight otherwise. For instance, it will only be possible to tweak the normal map’s strength, if you actually have a normal map. This way the UI remains lean and doesn’t get cluttered with controls you don’t need.

如果插槽需要其他控件进行调整,则使用该插槽时将显示这些控件,否则将不可见。 例如,如果您实际上具有法线贴图,则只能调整法线贴图的强度。 这样,UI保持精简,并且不会因不需要的控件而混乱。

Fully integrated

完全集成

PBS can’t function optimally unless other systems are designed to support it. To that end, Unity 5.0 features native HDR workflow, better cubemap tools and more sophisticated ways of capturing lighting information in the scene, amongst other things. Everything you need to make Physically-Based Shading shine is built in!

除非设计其他系统来支持PBS,否则PBS无法发挥最佳功能。 为此,Unity 5.0具有本机HDR工作流,更好的立方体贴图工具和更复杂的方式来捕获场景中的照明信息等。 内置了使基于物理的阴影发光所需的一切!

Physically-based shading is just one of the new features upcoming in Unity 5, and we’re really looking forward to sharing it with you. You can read more about the new Unity 5 features here.

基于物理的阴影只是Unity 5中即将推出的新功能之一,我们非常期待与您共享。 您可以在此处阅读有关Unity 5新功能的更多信息。