Physically Based Shading for Unity
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The most powerful, extensible, and accurate shading system for Unity, bringing ‘AAA’ graphics power to Unity games for Desktop, Console, Web and Next-gen Mobile.


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What is Physically Based Shading?

The use of a lighting model that is informed by the physical laws of light and material reflectivity. Physically based materials produce results that take into account light energy conservation, producing consistent results across a breadth of lighting environments, minimizing the need for manual tweaking, allowing you to focus on what’s important!


What does Alloy get me?

Alloy is inspired by the forward-looking channel setup outlined in Disney’s ‘principled brdf’ with an optimized feature-set tailored to Unity’s most advanced features, and a wide performance window. Alloy’s channel configuration allows for per-pixel and per-material control of physical properties while ensuring that nearly every material remains physically-plausible. On top of that solid core, Alloy uses a collection of techniques for improving image fidelity, from Tri-Ace style Specular Occlusion, to Toksvig style Specular Anti-Aliasing.


Does Alloy fit into my workflow?

Our motto is “Support All The Things!” Alloy fully supports Marmoset Skyshop, the most powerful tool for generating and managing IBL Data in Unity. We have a dedicated preview shader for Allegorithmic’s wonderful Substance Designer 4; a pipeline we’re rapidly expanding. And we’ve got more in store in very near future. If you’re a Unity middleware developer and would like Alloy to work better with your product, we want to hear from you!


What does Alloy come with?

Alloy comes with over two dozen shaders covering all your common input needs, from several styles of emission, detail and decal mapping, and some vfx toys. Also included is our set of editor-extensions designed for custom asset management, and speeding your workflow. Lastly, the package also includes a set of preconfigured materials with full texture sets, some high-fidelity sample objects, and a demo scene to help you get up and running with best practices.