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Daz 3D Forums > 3rd Party Software > Unity Discussion

Multlayered Shader Geoshell / Skin Layers Paints/Tatoo/Blood other

ARealitiARealiti Posts: 158
February 6 edited June 3 in Unity Discussion

THE SHADER IS GRANTED TO ANYONE WHO WANTS IT UNDER MIT License AND IS SUBSTANTIALLY THE PROPERTY OF DAZ NOT ME I JUST ALTERED IT.

Shader to do Multlayered Shader Geoshell / Skin Layers Paints/Tatooes/Blood other, 3 layers here shown as two layers of body paint over 3rd layer skin, can change to do as many layers as required, each layer has Map/Strength for Diffuse, Normal, Height, Opacity, Roughness with overall Subsurface which could also be layered others like Metalic could be added this way to each layer.

This is really useful for Geoshells which are used to add tatoo, blood, dirt, paint and also for other Geoshells I would say.

Geoshell overlays as shader layering with this shader and very good performance as the Geoshells are just done as shader layering not as geometry, i.e. only the Genesis 8.1 geometry pictured here in Unity with the 2 Geoshell layers converted to shader layer combination in Unity with no Geoshell geometry. This also means the Geoshell layers can animate in Unity with the Genesis character, Geoshells at the moment only export as static Mesh geometry from Daz.

Post edited by ARealiti on June 3

Comments

  • aweswanaweswan Posts: 84
    February 7

    Looks nice! How do we get the shader and does it work in urp ?

  • ARealitiARealiti Posts: 158
    February 10 edited May 31

    aweswan said:

    Looks nice! How do we get the shader and does it work in urp ?

    Hi, it was done for HDRP, but is shader graph, i.e. no shader code so it would probably be able to set up a similar thing in URP, never done URP shader graph myself.

    I can package it up as a unity package, how would you like to get this sent to you? It is the following files in the package. And because shaders have a texture sampling limit it also uses Texture Arrays and Unity doesn't have a Texture Array editor so I also have one c# script to convert the Diffuse, Normal, Height, Roughness and Opacity textures for the layers to Texture Arrays to save sampler resources or it would error with the amount of texture sampling being done.

    Post edited by ARealiti on May 31
  • ArtiniArtini Posts: 10,286
    February 14

    Well done, @ARealiti

    Would like to have something like that for URP, as well.

    Since it is a ShaderGraph, should be pretty easy to convert from HDRP to URP.

     

  • ARealitiARealiti Posts: 158
    February 17

    Ok so any one who wants this can send me a private message and can organise to send to you.

  • aweswanaweswan Posts: 84
    March 30

     

    Had a quick play - export cobra - girl with a geomorph  - face seems to be all white, although this one is a tricky export.

    I did get an error on install as well -something about a wrong guid? I can reinstall again and see what happens. 

    I haven't bought many dirt and blood texture as I know they don't work. Might grab one and see how ti looks.

     

    Is there a way to paste images in this forum ?

  • aweswanaweswan Posts: 84
    March 30

    Can you link me some dirt blood etc stuff that you know it works on ?

     

  • ARealitiARealiti Posts: 158
    May 31 edited May 31

    Hi, I'm just getting back into this shader now I was side tracked on Unity 6 conversion of project I'm doing and other stuff laugh I'm just about to apply it all in Unity 6 with quite a various set of body paints/muds/oils and will post renders here. Once I've done the Unity 6 version I will send to the people I've already sent the link to the Unity 5 version, hopefully improvements on the texture array / sampling and won't need to create texture arrays. I may get around to URP but can't guarantee cool

    Post edited by ARealiti on May 31
  • ARealitiARealiti Posts: 158
    May 31 edited June 1

    Ok Good News Everybody, I've done the Unity 6 Version on the new uDTU HDRP shader and not only is Unity 6 lighting just super better, but also it's ShaderGraph lets me sample more textures and so can now view changes as they are made in the Scene View! Have made new overlay versions of the uDTU HDRP.SSSOverlay and the UDTU.Sub.MakeupOverlay. In shot below there are 3 layers, skin, makeup layer, makeup layer overlay. I've added Normal and Height fields to the Makeup that was already on the UDTU HDRP and added a second layer of makeup. The top layer is a blue hand on face with Height, Normal, Roughness, Opacity and Diffuse applied, bottom makeup layer is light white layer of paint, bottom layer under makeup layers is the normal skin for the model. I'll send this version to the people who requested the shader, haven't tested in anything other than Unity 6 and HDRP. First shot is with STF Tribal Body Paints from Roguey and Strangefate, second is with AKI Tribal Paints from Aeon Soul.

    uDTU HDRP.SSSOverlay Unity6 Scene STF Tribal Body Paints.png
    752 x 1008 - 1M
    uDTU HDRP.SSSOverlay Unity6 Scene Aki Body Paints.png
    745 x 1005 - 1M
    Post edited by ARealiti on June 1
  • ArtiniArtini Posts: 10,286
    June 1

    Looks great, @ARealiti

    Nice work.

     

  • ARealitiARealiti Posts: 158
    June 1

    Artini said:

    Looks great, @ARealiti

    Nice work.

     

    Thanks! 

  • ARealitiARealiti Posts: 158
    June 1 edited June 3

    THE SHADER IS GRANTED TO ANYONE WHO WANTS IT UNDER MIT License AND IS SUBSTANTIALLY THE PROPERTY OF DAZ NOT ME I JUST ALTERED IT.

    To anyone else who wants the shaders please message me as you have to agree some disclaimer legal stuff.

    Step1ChooseShader.png
    629 x 64 - 7K
    Step2SetMakeup_MakeupOverlay.png
    1379 x 966 - 144K
    Post edited by ARealiti on June 3
  • aweswanaweswan Posts: 84
    July 2

    FYI - You can get a similarish effect by using projection decals in hdrp and urp, but doesn't look as good as these.

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