Multiple-pass shaders
This technology will allow you to make shaders computational in several passes for different render settings.
As an example, you can make your object is visible when it is behind obstacles, but with applied adjustments.
Terrain shaders
Create the shader targeted for Unity's terrain. Our technologies will automatically care about correct blending of tiles.
Combine this technology with Tessellation and create the hight detailed AAA world.
Custom Lighting Models
uShader allow you to create your own light model with support of all technologies of Unity.
Create the Toon style game or some abstract world? It's your choice.
Physically Based Rendering (PBR)
uShader is fully compatible with Metallic Workflow and Specular Workflow, allowing your shaders to be at the forefront of capabilities of rendering on Unity.
Thanks to the full support of the PBR which doesn’t require user intervention, working with uShader is feasible even to novices in computer graphics.
Parallax mapping
Parallax calculations will allow you to achieve the effect of a surface volume on devices that do not support a large number of vertices or Tessellation.
Translucent bodies
The our intelligence algorithm for translucent render allow you without hard work got an awesome result.
Skin, wax, leafs - all this things not opaque and require correct embient light from light sources for got a realistic result. And we able to help you in this issue!
Tessellation
uShader contains powerful features for working with tessellation that allow you to use both the most detailed algorithms and ones designed for comfortable use.
With uShader’s native support of Phong tessellation you can easily make a remaster of old game without any serious investments, by simply adding extra polygons and giving volume to model.
Vertex animations
Control the vertices of your model.
Your model able to seems more alive if you will change the geometry of your mesh.
Simulate breathing of the nature.
Create and awesome abstract structures and VFX.