Overview

May 21, 2025 ยท View on GitHub

Overview

Physically based rendering (PBR) shaders for Unity derived from Filament shaders. More beautiful and accurate rendering than Unity Standard shaders.

GeneLit0 GeneLit1

Feature

  • Basic Filament Features
    • Albedo
    • Metallic
    • Smoothness
    • Ambient Occlusion
      • Multi Bounce AO
      • Specular AO
    • Reflectance (instead of IoR)
    • Normal
    • Bent Normal
    • Emission
    • Anisotropy (tangent map)
    • Sheen
    • Clear Coat
    • Refraction
      • Thin
      • Solid sphere
      • Using Reflection Probe
      • Main texture alpha channel is used as Transmission
    • Subsurface Model
      • No Sheen and Refraction
    • Cloth Model
      • No Metallic, Reflectance, Sheen and Refraction
    • Directional Light
    • Additional Light
    • Micro Shadowing
    • Specular AA
  • Unity's standard rendering features
    • Blend Mode
      • Alpha Clipping
        • Alpha to coverage
      • Transparent
      • Fade
      • Additive
      • Multiply
    • Culling Mode
    • Decal Mode
    • Detail Map
      • Choice of UV0~UV3
    • Vertex Color
      • Vertex Color Alpha is used as Detail Mask
    • Vertex Light
    • Ambient Light
    • Reflection Probe
      • Box Projection
      • Blend
    • Light Map
    • Directional Map
    • Receive Shadow
    • Cast Shadow
    • Meta Pass
    • GPU Instancing
  • Special Features
    • Parallax Map
      • More accurate unique method by sampling twice
      • or Parallax Occlusion mode
    • Light Source Estimation from Spherical Harmonics
    • Accurate Fog
    • Tri Planar Sampling
    • No Tiling Sampling
    • Height Map Shadow
    • Tree Shader for "Tree It"
  • Experimental Features
    • Capsule AO / Capsule Shadow
      • A dedicated script is required
    • Cylinder Projection of Reflection / Additive box Projection of Reflection
      • Only if using box projection
    • Skybox Fog
    • Using vertex light as pixel light
    • Specular AO
    • Support for LTCGI
    • Support for VRC Light Volumes

Map Channel

Basically same as Unity HDRP mapping

Albedo

ChannelMap
RGBAlbedo (Color)
AOpacity

Mask Map

ChannelMap
RMetallic
GOcclusion
BDetail Mask
ASmoothness

Detail Map

ChannelMap
RDesaturated albedo
GNormal Y
BSmoothness
ANormal X

Height Map

Gene Lit Shaders provides more accurate parallax than Standard Shader by sampling a height map twice.

A height map and a directional light can be used to create a pseudo-shadow effect.(Height Map Shadow)

HeightMapComparision

Notice

Filament code is included under the Apache license.Copyright (C) 2020 Google, Inc.