As of our upcoming version 0.610, we’re removing the Alloy Shader framework.
The above is a tutorial for Blue, our artist, though if any modders who are creating custom models are also using substance painter, this shows you how to set up your setup, too. You can also infer pretty easily how to do combinations manually using Photoshop channels to create packed maps, too.
Anyhow, we’re moving away from the Alloy Shader Framework to instead use custom shaders that give us an equivalent look with a vastly reduced workload and with definite compatibility with future unity versions, and this tutorial covers Blue’s side of what needs to change.
The above is a tutorial for Cinth, but this also is useful for any modders who are creating custom graphics for the game.
As noted in this video, this saves us a ton of manual work. A ton.
Also in this video I randomly stumbled across a visual improvement to the custom player ark Rorqual Hegira, so you can see how that evolved a bit thanks to the extra flexibility of this new shader set.