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Melodi Unlit & Premium Changelog (v1.2.5)

· 3 min read
AlexxSeven
Local Potato

This version of melodi marks a slight shift in direction features wise, as some features will be moved to melodi unlit like originally planned. This release also includes a few bug fixes and additions.

Legend

(⭐) = Premium only change.
(🆓) = Free only change.

Major Changes:

caution

The changes in this section will affect the look of materials using previous versions! It's advised to use a copy/backup material instead to ensure you can rollback if needed.

  • Shader is now fully SPI(Single pass instanced) ready!
  • Fixed an issue with AudioLink UV animations being broken and disabling general UV animations when enabled. (Reported by Alyng)
  • Changed global variables for alt colors (saber, light, boost, ect) to the variables from the AssetLib mod.
  • Replaced the math behind bloomfog with Kaitlyn's BloomFog CGINC, found at Beat Saber Shader Tools.
  • Changed the toggles for bloomfog to shader features and defaulted bloomfog to enabled.
  • Changed AudioLink Settings > Object Scale > Scale Strength to be a float rather than a float range multiplier. (Ranges from 0 - inf)
  • (⭐) Adjusted reflection smoothness to not be tied with specular smoothness. Now has its own setting in Specular Settings > Reflection Settings.
  • (⭐) Renamed the material property for Specular Settings > Smoothness for internal organization.
  • (⭐) Fixed an issue with BeatSaber Settings > Trailmask > AudioLink > Alpha/Glow Bypass that caused it to override alpha even when audio link was not present.
  • (⭐) Fixed improper usage of UVs in Audio Link > Object Scale > Mask Settings which fixes texture scale issues.

Minor Changes:

  • Fixed broken value references for hiding and showing material properties based on material settings.
  • Updated values for hidden/shown material properties to reflect added values.
  • Updated material drawer socials footer links.
  • (⭐) Split reflection mask into its own option as it now affects both Reflection Settings > Smoothness and Reflection Settings > Reflectance.
  • (🆓) Fixed Condition for Object Distortion > AudioLink Settings to disable when audiolink is not present.

Additions:

  • Added shadowcaster pass for realtime casted shadows.
  • Added new stickers menu, with support for 4 stickers/decals.
  • Added Wall color as an alt color in all color overrides.
  • Added support for LightID to all remaining alt color options that didn't yet support it.
  • (⭐) Added support for sticker specific PBR settings in Physical mode.
  • (⭐) Added Shininess option to Specular Settings menu.
  • (🆓) Added Fresnel Distortion options under Fresnel Parameters menu.
  • (🆓) Added Fresnel Distortion options to AudioLink Settings > Fresnel Options.

Removals:

  • Removed version numbers from material headers.
  • Removed support for global variables from SaberFactory and AudioLink mods. (AudioLink theme colors will return in a later version.)
  • (⭐) Removed the (Premium Only) tag from Fresnel Distortion.

Melodi Unlit & Premium Changelog (v1.2.1)

· 2 min read
AlexxSeven
Local Potato

This is a smol bugfix update to 1.2.0 that was urgently needed, to see the longer list of changes in 1.2.0 check out this post.

Legend

(⭐) = Premium only change.
(🆓) = Free only change.

Major Changes:

caution

The changes in this section will affect the look of materials using previous versions! It's advised to use a copy/backup material instead to ensure you can rollback if needed.

  • (⭐) Fixed an issue where albedo texture was not being calculated into specular color properly.
  • (⭐) Reworked specular math to be more in line with a metallic workflow.
    • (⭐) Smoothness + Mask was moved and split, replacing the functions of Specular Map and Specular Amount,
    • (⭐) Metallic + Mask replaced what was Smoothness + Mask and offers better metallic support (albedo color).

Minor Changes:

  • Fixed an issue with static branching and audio link UV effects.
  • (⭐) Fixed an issue with the AO texture rollout not having a map channel selector.
  • (⭐) Renamed Specular Texture Settings to Specular Settings.
  • (⭐) Renamed Specular Map to Roughness Map in Specular Settings.
  • (⭐) Renamed Specular Amount to Smoothness in Specular Settings.
  • (⭐) Renamed Smoothness + Mask to Metallic + Mask in Specular Settings.

Additions:

  • Added stencil buffer options under Shader Options > Stencil Options.

Removals:

NOTICE!

A7-SimpleMicSource.cs is no longer included as part of the melodi premium package. The script is now open sourced, and MIT licensed. non subscribers can find out how to obtain and use them in the documentation.

Subscribers can find it included as part of the Unity Utility Scripts package.

Melodi Unlit & Premium Changelog (v1.2.0)

· 5 min read
AlexxSeven
Local Potato
Legend

(⭐) = Premium only change.
(🆓) = Free only change.

Major Changes:

caution

The changes in this section will affect the look of materials using previous versions! It's advised to use a copy/backup material instead to ensure you can rollback if needed.

  • Fixed issues with audio link parameters using incorrect math in certain functions.
  • Fixed Cutout alpha mode not properly using trail mask.
  • Changed the property name for Cutoff to fix an issue where it would default to 0.5 instead of 0. (Fixes alpha opaque bug.)
  • Fixed Audiolink chronotensity being represented as a rotation rather than time in all instances as they were always time based. (fixes AL time jitter on all texture scrolls, gradient scrolls, and object rotation effects)
  • Removed Rotation Speed from all AL Chronotensity based options.
  • Increased Effect Speed maximum on all chronotensity based options from 1 to 3.
  • Fixed all time based parameters to utilize time properly and fixed consistency issues in large unity time values.
  • Completely reworked Randomize axis under AudioLink > Object Rotation to utilize AL chrono properly now.
  • Randomize axis under AudioLink > Object Rotation is no longer multiplicative of object rotation axis.
  • Removed Effect Type from AudioLink > Object Rotation as it conflicted with randomize axis.
  • Reworked the math and parameters completely for Object Rotation to support future growth.
  • Reduced the number of samplers across the shader through the utilization of sampler states.
  • Made rotation mode a toggle-able feature. tied the AudioLink menu for it to its enabled-state.
  • Added a gamma correction toggle to all color palette selectors.
  • (⭐) Fixed tangent calculation in physically lit mode for object rotations (fixes funky normals.)
  • (⭐) Adjusted the math around specular to fix high parameter numbers causing the effect to spill past a set specular map and other specularity visual issues.
  • (⭐) Completely reworked the lit mode custom lighting model to fix lighting calculation.
  • (⭐) Fixed issues with vertex lighting (point/spot lights) and vertex/object animation.
  • (⭐) Added a toggle for vertex lighting support under Shader Options when lit mode is set to Physical.
  • (⭐) Added shading color settings to the simulated lighting menu.
  • (⭐) Changed manual light position to a float3 from a set of 3 ranged (-1, 1) floats.
  • (⭐) Added a position type enum to manual light direction mode to swap from local and world pos.

Minor Changes:

  • Reworked and trimmed sevreal unused functions and lines of code from the shader.
  • Renamed audio link menus from Audio Link Settings to ♫♪ AudioLink Settings ♪♫
  • Rearranged and reorganized the AudioLink menu inside Trail Mask.
  • Renamed Diffuse Texture to Albedo Texture to better represent how the texture was used mathmatically.
  • Adjusted all references to Diffuse Texture to align with the name change to Albedo Texture.
  • Moved the Albedo/Diffuse Distortion menu into the Albedo Texture Settings menu as it's technically a setting for it.
  • Renamed all instances of Rotation Mode to Motion Mode where the effect was motion/panning rather than rotation.
  • Fixed a bug where _Color was set as a property multiple times in the shader.
  • Reworked the look of the AudioLink > Object Rotation menu.
  • Reworked the look of a few UI elements due to changes in recent thry editor versions.
  • (⭐) Renamed the Blend Env Lights option to Blend Directional Lights to clarify what it does.

Additions:

  • Added Affect Cutoff toggles under the rollouts for Diffuse Texture and Trail Mask.
  • Added Object Distortion option for even more neat effects!
  • Support for BloomFogEnvironment added, options can be found under the BeatSaber Options Menu! (uses code from /github/kaitlyndotmoe).
  • Added Thry version checks and warnings for extremely outdated and/or missing installs.
  • Added Axis settings to the AudioLink > Object Rotation menu.
  • Added Light ID # options to BeatSaber Settings > Custom Colors Override to pull from the global light IDs like platform light objects.
  • (⭐) Added a Scene Light Illumination under the custom mode of light color options.
  • (⭐) Added Scene Light Direction under the light direction option.
  • (⭐) Added warning for Scene lighting and Scene Light Dir options to clarify they require a mod that creates scene lights.
  • (⭐) Added Reflections rollout and options to Specular Settings.
  • (⭐) Added Support for cube maps and reflection probes. under Specular Texture Settings > Reflection Settings.
  • (⭐) Added Ambient Occlusion map support to Physical light mode.
  • (⭐) Added Normal map support to Physical light mode (it's now in its own rollout menu.)

Extra:

  • Updated the packaged thry editor version to 2.45.1 as the shader now utilizes features from it.

Melodi Unlit & Premium Changelog (v1.1.6)

· 2 min read
AlexxSeven
Local Potato
Legend

(⭐) = Premium only change.
(🆓) = Free only change.

Bug Warning!

There is currently a bug with opacity the causes the shader to default as transparent cutout! The current workaround is to set your alpha type to opaque even if it already says its set.

Major Changes:

caution

The changes in this section will affect the look of materials using previous versions! It's advised to use a copy/backup material instead to ensure you can rollback if needed.

  • (⭐) Converted Audio Link Color Flash Mask to a Texture Packer from Gradient.
    • (⭐) Reworked color flash mask transform options to work like other textures.
    • (⭐) Added texture screen space mode options to color flash mask.
    • (⭐) Adjusted texture UV usage in color flash mask to account for switch from gradient.

Minor Changes:

  • ZTest Mode option under shader options no longer goes away when ZWrite is set to off.
  • Shortened sentence length of audio link debug enabled warning.

Additions:

  • Added texture channel selector to all texture packer rollouts.
  • Added GPU Instancing material toggle into Shader Options.

Extra:

  • Updated packaged thry editor version.

Melodi Unlit & Premium Changelog (v1.1.5)

· 2 min read
AlexxSeven
Local Potato
Legend

(⭐) = Premium only change.
(🆓) = Free only change.

Bug Warning!

There is currently a bug with opacity the causes the shader to default as transparent cutout! The current workaround is to set your alpha type to opaque even if it already says its set.

Major Changes:

caution

The changes in this section will affect the look of materials using previous versions! It's advised to use a copy/backup material instead to ensure you can rollback if needed.

  • Fixed normal calculation when Diffuse Distortion is disabled.
  • Changed Fresnel Mask to Texture Packer type.
  • Fixed distortion map blending across the shader.
  • Improved glow calculations and fixed some bad math.
  • (🆓) Fixed alpha mode not properly changing
  • (⭐) Changed screenspace calculations and added Object bound screenspace mode.
  • (⭐) Fixed bad math and parameter flow for emissive alt color. (Fixes Alt color not working if audiolink wasn't installed)

Minor Changes:

  • Reorganized formulas for trail mask feature.
  • Moved Audiolink Debug into its own category so multiple materials can have it linked together. Example
  • Set the Custom Colors toggle to not hide if main color is being overridden.
  • Fixed missing help boxes that explained the color options under Fresnel Parameters > Color Options.
  • Reworked flow of the alt color function. (fixes AL fallback color on all alt color options.)
  • (⭐) Fixed missing help boxes that explained the color options under Emissive Adv Parameters > Emissive Alt Color.

Additions:

  • Added ZTest Mode control under shader options menu.
  • Added Preview Type control under the shader options menu.
  • Added a warning to the main area when Audiolink is debug-disabled in the shader.
  • Added a _Color option to all features that allow selecting an alt color. This allows sampling/using the CC as an alt color.
  • Added a Smooth Waves toggle to all wave mask settings.
  • (⭐) Added experimental Physically Based Lit mode.
  • (⭐) Added glow bypass toggle to Trail Mask.
  • (⭐) Added a Use Main Color option to Emissive Adv Parameters > Emissive Alt Color
  • (⭐) Added a Blend Env Lights toggle to Physically lit mode to reflect map lighting on objects. (Thanks to some code from Kaitlyn!)