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Releases: hyblocker/hekky-shaders

Hekky Shaders 1.8 (Unity 2022)

21 Jan 20:46
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This update fixes issues with these shaders not working in Unity 2022.

Hekky PBR 1.8

06 May 21:14
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An update for Hekky Shaders PBR (v1.8) is now available!

Changelog

Hekky PBR

  • Added Adobe Fresnel. This allows you to control the brightness of reflections at the edge, which allows you to better mimic metals.
  • Added infinite depth, which allows a model to ignore the far plane. Do not use this on everything, only use it when necessary (e.g. for terrain that is so big that it will extend beyond the far plane)

Documentation

  • Not yet updated as I'm unfortunately extremely busy with University exams currently. They'll be updated whenever I find the time to do so.

If you find any bugs, or have any feedback, please let me know on Discord or open an issue.

Hekky PBR 1.7

25 Feb 01:33
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An update for Hekky Shaders PBR (v1.7) is now available!

Changelog

Hekky PBR

  • Improved Parallax Occlusion Mapping efficiency; now POM is applied only up close to save on performance.

Hekky Fake Parallax Cubemap

  • Introduces a fast, cheap, efficient cubemap shader with parallax. This is useful for adding a little more realism to fake outdoor areas which don't exist.

Documentation

  • Added documentation relevant to Hekky Cirrus Clouds.
  • Added documentation relevant to Hekky Fake Parallax Cubemap.

If you find any bugs, or have any feedback, please let me know on Discord or open an issue.

Hekky PBR 1.6 PATCH

04 Nov 23:35
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An patch for Hekky Shaders PBR (v1.6) is now available!

Hekky Shaders has been updated to support UdonSharp, and by extension, the VRChat Creation Companion.

Changelog

Hekky PBR

  • Fixed an issue where screenspace reflections where not behaving properly.

All Shaders

  • [VRChat] Added support for UdonSharp 1.x (the version included with VCC).

If you find any bugs, or have any feedback, please let me know on Discord or open an issue.

Hekky PBR 1.6

02 Nov 12:41
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An update for Hekky Shaders PBR (v1.6) is now available!

Changelog

Hekky PBR

  • Added Parallax Occlusion Mapping

Documentation

  • Added documentation relevant to POM.
  • Updated documentation on Volumetric Fog.
  • Improved the user experience by making the sidebar remember how far you've scrolled down when jumping between pages.

If you find any bugs, or have any feedback, please let me know on Discord or open an issue.

Hekky PBR 1.5

04 Oct 09:46
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An update for Hekky Shaders PBR (v1.5) is now available!

I'm aware that this release is less feature packed in comparison to earlier releases, and that is due to the fact that I was somewhat busy during the past two months. Next month I should have more time to prepare something I've been researching for a while (I have a feeling that Volumetric Clouds will be close to completion by the end of the month, but no promises on this).

Changelog

Hekky PBR

  • Added Screenspace Reflections

Documentation

  • Added documentation relevant to screenspace reflections and Atmospheric Fog

If you find any bugs, or have any feedback, please let me know on Discord or open an issue.

Hekky PBR 1.4

30 Aug 13:26
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An update for Hekky Shaders PBR (v1.4) is now available!

I'm aware that this release is less feature packed in comparison to earlier releases, and that is due to the fact that I was somewhat busy this month. Next month I should have more time to prepare something I've been researching for a while.

Changelog:

Hekky PBR

  • Added Subsurface scattering
  • Split outline variants to their own shader. If you were using outlines, please switch to the outline variant.

Documentation

  • Added documentation relevant to subsurface scattering and Hekky Volumetric Lighting

If you find any bugs, or have any feedback, please let me know on Discord or open an issue.

Hekky PBR 1.3

04 Aug 16:08
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An update for Hekky Shaders PBR (v1.3) is now available!

Changelog:

Hekky PBR

  • Added LTCGI intensity settings. You can control the incoming intensity of LTCGI lighting using this.
  • Added LTCGI scaling settings. You can use this to skew the area affected by LTCGI lighting in the X, Y and Z dimensions, without affecting the light intensity.
  • Added alpha clipping
  • Added light theme support
  • Added the ability to reset properties. The fix normal map dialog is currently broken because Unity is a wonderful engine :)
  • Added support for Bakery MonoSH. If you have access to Bakery, I strongly recommend defaulting to MonoSH with high quality compression now, please consult the documentation to learn more.

Documentation

  • Added more visuals
  • Updated some screenshots to better match the latest version of Hekky Shaders
  • Added a video demonstrating the strobing effect from Hekky Display

If you find any bugs, or have any feedback, please let me know on Discord or open an issue.

Hekky PBR 1.1

29 Jun 23:33
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An update for Hekky Shaders PBR (v1.1) is now available!

Changelog:

  • Added Reflection sampling overrides. You can now override the way reflections are sampled for specific materials.
  • Made AudioLink intensity ranges higher.
  • Fixed a bug where normals would get more intense the further away from 0, 0, 0 they are
  • Fixed a bug where some pixels in shadow would not get shadowed when using MSAA.
  • Fixed a bug where enabling LTCGI wouldn't actually enable LTCGI. Please re-enable LTCGI to fix this.
  • Fixed a bug where Hekky PBR would be over-exposed.

If you find any bugs, or have any feedback, please let me know on Discord or open an issue.

v1.0

03 Jun 08:15
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Version 1.0 of Hekky's Shaders.

For more information regarding features, please visit the documentation, or join the Discord Server.