Multlayered Shader Geoshell / Skin Layers Paints/Tatoo/Blood other
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Shader to do Multlayered Shader Geoshell / Skin Layers Paints/Tatooes/Blood other, 3 layers here shown as two layers of body paint over 3rd layer skin, can change to do as many layers as required, each layer has Map/Strength for Diffuse, Normal, Height, Opacity, Roughness with overall Subsurface which could also be layered others like Metalic could be added this way to each layer.
This is really useful for Geoshells which are used to add tatoo, blood, dirt, paint and also for other Geoshells I would say.
Geoshell overlays as shader layering with this shader and very good performance as the Geoshells are just done as shader layering not as geometry, i.e. only the Genesis 8.1 geometry pictured here in Unity with the 2 Geoshell layers converted to shader layer combination in Unity with no Geoshell geometry. This also means the Geoshell layers can animate in Unity with the Genesis character, Geoshells at the moment only export as static Mesh geometry from Daz.
Comments
Looks nice! How do we get the shader and does it work in urp ?
Hi, it was done for HDRP, but is shader graph, i.e. no shader code so it would probably be able to set up a similar thing in URP, never done URP shader graph myself.
I can package it up as a unity package, how would you like to get this sent to you? It is the following files in the package. And because shaders have a texture sampling limit it also uses Texture Arrays and Unity doesn't have a Texture Array editor so I also have one c# script to convert the Diffuse, Normal, Height, Roughness and Opacity textures for the layers to Texture Arrays to save sampler resources or it would error with the amount of texture sampling being done.