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So Much Dota 2 Shader

61 ratings
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So Much Dota 2 Shader

$0+
61 ratings

SoMuchDota 2 Shader is a set of tools, settings, materials and an updated shader meant to make the Substance Painter to DOTA 2 pipeline as close to 1:1 as possible.

New In 1.8!

-Updated all shader settings to current in game values!

-Added 46 new presets (Abaddon Mount, Alchemist Goblin, Batrider Mount, Beastmaster Bird, Beastmaster Boar , Brewmaster Firespirit, Brewmaster Windspirit, Broodmother Spiderling, Davion Persona, Dawnbreaker, Deathprophet Ladyghosts, Disruptor Mount, Dk Dragon Black, Dk Dragon Blue, Dk Dragon Green, Dk Dragon Red, Earth Spirit Summon, Enigma Eidelon, Furion Treant, Hoodwink, Invoker Forge Spirit, Invoker Kid, Juggernaut Ward, Kotl Mount, Life Stealer, Lone Druid Trueform, Luna Mount, Lycan Wolves, Marci, Mirana Mount, Mirana Persona, Phoenix Egg, Phoenix Spirit, Primal Beast Items, Primal Beast, Pudge Cute, Pugna Ward, Rhasta Ward, Shadowshaman Totem, Snapfire Mount, Snapfire, Terrorblade Demon, Venomancer Ward, Visage Familiar, Void Spirit, Witchdoctor Ward)

-Reworked so the shader hides settings you cannot change once you've selected your hero. When you are in customize me mode, the settings will come back.

-Reworked lighting so that it hides lighting values except in customize me mode

-Added all current cubemaps from in game and added them to the shader.

1.6

UV Animation

-Scrolling has been implemented per character. Just set the detail texture to get it working.

Tiny and Mars

-Tiny and mars updated to workshop version.

SoMuchPainter Lite Plugin

-A combo box was added to add all texture channels to each textureset in your model. No more mis-assigning specular!

-The plugin has a handy Play/Pause button to start or stop UV animation. This has the adverse effect of UI not reloading while playing, but it’s matched to the in game speed and is really useful for fancy FX.

Baked Diffuse Output

-In support of potential(??) future Underlords workshop, the shader now has an additional channel that is sRGB for SoMuchMaterials to output a baked texture to.

Bug Fixes

-Removed Ambient Color so you folks don't end up with black textures and email me. ;)

-Removed some debug switches from shader

1.6

-Character selection preset added! All heroes (and a number of summons or transformations) now have their base shader values included in the shader.

-Organized all parameters in the shader to be a little easier to keep track of. No more wondering if its DOTA or Substance presets!

-Added cube maps: n_creep_centaur_conqueror_metal_cube, grimstroke_cube, jakiro_cube

-Renamed Enigma's Cubemap to match game: crimson_pique_glass_cube

-Updated file template!


1.5

-Mask Cube by Metalness added

-Cube map reflection changed to match game shader

-Rim light range should now properly reflect in game ranges

-Rim light now respect world space top down mask

-Rim light fresnel range no longer wraps

-Rim light range expanded to 100 post remapping

-Specular warp is now REALLY ready properly--really

-Specular warp no longer wraps ranges

-Added and assigned default fresnel ranges

-Corrected ambient lighting math

-Characters using cube map specular now respect fresnel ranges

-Default light presets updated again

-Cube map texture cleanup round 2


1.4

-Specular Warp sample is now read properly

-Replaced old lighting presets

-Cube map now properly takes on tinted specular

-Cube map now properly takes on specular warp mask

-All Cube maps got a cleanup pass to remove a few black bars and white pixels

-Cleaned up old hacks now that cube map is all set up


1.3

-Cube map and scale are now supported in viewport!

-Added DOTA 2 Cube maps converted to spherical coordinates

-Organized Material--if you are just updating to the new shader, you may want to switch to a non Dota shader and back. You will need to reset your parameters, but it will fix the UI organization.

-Removed metalness mask from rim light to match game usage.

-Separated warp textures to be grey scale samples in line with the Valve reference assets. Diffuse warp to come back in next update.

-Removed diffusewarpmask from some lighting terms.

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