164 lines
20 KiB
Plaintext
164 lines
20 KiB
Plaintext
_MainTex Main Texture Main colour texture (RGBA), which controls the basic appearance of the shader. The colour channels and alpha channels are used.
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_LightingCalculationType Lighting Calculation Type Sets the method used to perform the direct/indirect lighting calculation.
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_ClippingMask Clipping Mask Additional texture for transparency, applied over other transparency sources.
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_Cutoff Alpha Cutoff Threshold for transparency cutoff. Values below the cutoff will be fully transparent.
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_AlphaSharp Disable Dithering Treats transparency cutoff as a hard edge, instead of a soft dithered one.
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_ColorMask Tint Mask Masks material colour tinting (G), rim light (B), and detail maps (A).
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_BumpMap Normal Map Normal map (RGB), which adjusts the direction of the surface normals.
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_EmissionMap Emission Map Emission map (RGB), which controls emitted light that isn't affected by lighting.
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_UseAdvancedEmission Advanced Emission Applies additional effects to the emission map.
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_DetailEmissionMap Emission Detail Mask An additional texture multiplied against the main emission map. This allows adding additional detail patterns to the emissive texture.
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_DetailEmissionUVSec UV Source Selects which UV channel to use for detail emission.
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_EmissionDetailParams Emission Detail Parameters XY: Scrolling speed, ZW: Phase
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s_EmissionDetailScroll Scroll Sets the scrolling speed for the emission detail texture.
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s_EmissionDetailPhase Phase/Pulse Sets the phase of the emission detail texture. X controls the pulsing speed, and Y controls the phase. The higher the phase, the shorter the interval between repetitions.
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_SpecGlossMap Specular Map Specular Map (RGBA, RGB: Specular/Metalness, A: Smoothness)
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_SpecularType Specular Style Allows you to set the shading mode used for specular.
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_Smoothness Smoothness The smoothness of the material. The specular map's alpha channel is used for this, with this slider being a multiplier.
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_Anisotropy Anisotropy Direction of the anisotropic specular highlights.
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_UseEnergyConservation Use Energy Conservation Reduces the intensity of the diffuse on specular areas, to realistically conserve energy.
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_UseMetallic Use as Metalness Metalness maps are greyscale maps that contain the metalness of a surface. This is different to specular maps, which are RGB (colour) maps that contain the specular parts of a surface. When this setting is active, the specular map is multiplied against the albedo to derive the final specular colour.
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_CelSpecularSoftness Softness Sets the softness of the falloff of cel specular highlights.
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_CelSpecularSteps Steps Sets the number of steps in cel specular highlights.
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_UseFresnel Rim Lighting Style Applies a customisable rim lighting effect.
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_FresnelWidth Rim Width Sets the width of the rim lighting.
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_FresnelStrength Rim Softness Sets the sharpness of the rim edge.
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_FresnelTint Rim Tint Tints the colours of the rim lighting. To make it brighter, change the brightness to a valur higher than 1.
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_UseFresnelLightMask Use Light Direction Mask Uses the light direction to split the rim light into two. The backside of the rim light can be adjusted seperately.
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_FresnelLightMask Light Direction Mask Strength The higher this is, the less the rim light becomes visible in the area between the rim and inverse rim.
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_FresnelTintInv Inverse Rim Tint Tints the colours of the inverse rim lighting. To make it brighter, change the brightness to a valur higher than 1.
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_FresnelWidthInv Inverse Rim Width Sets the width of the inverse rim lighting.
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_FresnelStrengthInv Inverse Rim Softness Sets the sharpness of the inverse rim edge.
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_CustomFresnelColor Emissive Rim RGB sets the colour of the additive rim light. Alpha controls the power/width of the effect.
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_outline_color Outline Colour Sets the colour used for outlines. In tint mode, this is multiplied against the texture.
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_outline_width Outline Width Sets the width of outlines in cm.
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_OutlineMask Outline Mask Sets the width of outlines.
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_OutlineZPush Outline Depth Offset Sets a depth offset that pushes the outlines behind the model, hiding outlines from overlapping parts of the material.
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_UseMatcap Matcap Style Enables the use of material capture textures.
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_MatcapTitle Matcap Style Enables the use of material capture textures.
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_Matcap1 Matcap 1 Matcap (RGB). Controlled by the matcap mask's R channel. The blend mode controls how the matcap is applied to the material.
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_Matcap1Strength Intensity Adjusts how strongly the matcap is applied to the material.
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_Matcap2 Matcap 2 Matcap (RGB). Controlled by the matcap mask's G channel. The blend mode controls how the matcap is applied to the material.
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_Matcap2Strength Intensity Adjusts how strongly the matcap is applied to the material.
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_Matcap3 Matcap 3 Matcap (RGB). Controlled by the matcap mask's B channel. The blend mode controls how the matcap is applied to the material.
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_Matcap3Strength Intensity Adjusts how strongly the matcap is applied to the material.
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_Matcap4 Matcap 4 Matcap (RGB). Controlled by the matcap mask's A channel. The blend mode controls how the matcap is applied to the material.
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_Matcap4Strength Intensity Adjusts how strongly the matcap is applied to the material.
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_MatcapStrength Matcap Strength Power of the matcap. Higher is stronger.
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_MatcapMask Matcap Mask Determines the strength of the matcaps by the intensity of the different colour channels.
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_UseSubsurfaceScattering Subsurface Scattering Enables a light scattering effect useful for cloth and skin.
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_ThicknessMap Thickness Map Thickness Map (RGB)
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_ThicknessMapPower Thickness Map Power Boosts the intensity of the thickness map.
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_ThicknessMapInvert Invert Thickness Inverts the map used for thickness from a scale where 1 produces an effect, to a scale where 0 produces an effect.
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_SSSCol Scattering Color The colour used for the subsurface scattering effect.
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_SSSIntensity Scattering Intensity Strength of the subsurface scattering effect.
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_SSSPow Scattering Power Controls the power of the scattering effect.
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_SSSDist Scattering Distortion Controls the level of distortion light receives when passing through the material.
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_SSSAmbient Scattering Ambient Controls the intensity of ambient light received from scattering.
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_LightSkew Light Skew Skews the direction of the received lighting. The default is (1, 0.1, 1, 0), which corresponds to normal strength on the X and Z axis, while reducing the effect of the Y axis. This essentially stops you from getting those harsh lights from above or below that look so weird on cel shaded models. But that's just a default...
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_PixelSampleMode Pixel Art Mode Treats the main texture as pixel art. Great for retro avatars! Note: When using this, you should make sure mipmaps are Enabled and texture sampling is set to Trilinear.
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_UseDetailMaps Detail Maps Applies detail maps over the top of other textures for a more detailed appearance.
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_DetailAlbedoMap Detail Albedo x2 An albedo map multiplied over the main albedo map to provide extra detail.
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_DetailNormalMap Detail Normal A normal map combined with the main normal map to add extra detail.
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_SpecularDetailMask Specular Detail Mask The detail pattern to use over the specular map.
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_UVSec Secondary UV Source Selects which UV channel to use for detail maps.
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_SpecularHighlights Specular Highlights Toggles specular highlights. Only applicable if specular is active.
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_GlossyReflections Reflections Toggles glossy reflections. Only applicable if specular is active.
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_DiffuseGeomShadowFactor Diffuse Geometric Shadowing Factor Controls the power of the geometric shadowing function, which alters the falloff of diffuse light at glancing angles. It's more realistic, but that can be undesirable for cel shading.
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_LightWrappingCompensationFactor Light Reduction Compensation factor for the light wrapping inherent in cel shading. For cel shaded models, this should be around 0.75. Realistic lighting should set this to 1 to disable it.
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_IndirectShadingType Indirect Shading Type Sets the method used to shade indirect lighting. Directional will pick a single direction as a fake light source, so light will always be sharp. Dynamic will use the overall shading as a base, allowing for blobbier and more accurate lighting.
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_UseAnimation Animation Enables the spritesheet system, where textures provided to the shader are divided into sections and displayed seperately over time.
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_AnimationSpeed Animation Speed The animation speed is derived from the Unity time parameter, where 1.0 is one cycle every 20 seconds.
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_TotalFrames Total Frames The maximum number of frames that will play in the animation.
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_FrameNumber Frame Number Sets the frame number to begin playing the animation on.
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_Columns Columns Sets the number of frames present in a horizontal row.
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_Rows Rows Sets the number of frames present in a vertical column.
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_UseVanishing Vanishing Enables the vanishing effect, which fades the material out at a set start and end point. Ineffective in opaque blend mode.
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_VanishingStart Start Vanishing The inner bound of the vanishing effect. The higher this is, the further out the material will finishing vanishing. If Start is higher than End, the material will be invisible at a distance.
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_VanishingEnd End Vanishing The outer bound of the vanishing effect. The higher this is, the further out the material will begin to vanish. If End is higher than Start, the material will be invisible up close.
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_UseEmissiveLightSense Light Sensitivity Enables light sensitivity for emission, which will change the intensity of emission depending on the incoming light. This can be used to make emissive patterns that only glow in the dark, or that scale with light intensity.
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_EmissiveLightSenseStart Glow Start The threshold at which the glow starts. For example, setting this to 1 will hide the glow when there is 1 or more unit of light hitting the material.
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_EmissiveLightSenseEnd Glow End The threshold at which the glow ends. For example, setting this to 0 will show the glow at full intensity when there is no light, and raising it will allow the maximum glow to be triggered even with light.
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_alColorR Colour (R) The colour of the effect applied to the first channel of the AudioLink pulse. Controlled by the Detail Emission Mask's R channel.
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_alColorG Colour (G) The colour of the effect applied to the second channel of the AudioLink pulse. Controlled by the Detail Emission Mask's G channel.
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_alColorB Colour (B) The colour of the effect applied to the third channel of the AudioLink pulse. Controlled by the Detail Emission Mask's B channel.
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_alColorA Colour (A) The colour of the effect applied to the fourth channel of the AudioLink pulse. Controlled by the Detail Emission Mask's A channel.
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_alModeR Mode (R) The type of effect created by the first channel of the AudioLink pulse.
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_alModeG Mode (G) The type of effect created by the second channel of the AudioLink pulse.
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_alModeB Mode (B) The type of effect created by the third channel of the AudioLink pulse.
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_alModeA Mode (A) The type of effect created by the fourth channel of the AudioLink pulse.
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_alBandR Band (R) Specifies the AudioLink band with which the first channel effect is applied.
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_alBandG Band (G) Specifies the AudioLink band with which the second channel effect is applied.
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_alBandB Band (B) Specifies the AudioLink band with which the third channel effect is applied.
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_alBandA Band (A) Specifies the AudioLink band with which the fourth channel effect is applied.
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_alTimeRangeR Time Range (R) The size of the AudioLink pulse. The audio link is applied across the gradient of the texture. At 0, the pulse will appeas as a single flash. At 1, the pulse will show the entire AudioLink history across it.
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_alTimeRangeG Time Range (G) The size of the AudioLink pulse. The audio link is applied across the gradient of the texture. At 0, the pulse will appeas as a single flash. At 1, the pulse will show the entire AudioLink history across it.
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_alTimeRangeB Time Range (B) The size of the AudioLink pulse. The audio link is applied across the gradient of the texture. At 0, the pulse will appeas as a single flash. At 1, the pulse will show the entire AudioLink history across it.
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_alTimeRangeA Time Range (A) The size of the AudioLink pulse. The audio link is applied across the gradient of the texture. At 0, the pulse will appeas as a single flash. At 1, the pulse will show the entire AudioLink history across it.
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_alUseFallback Enable Fallback When a world does not have AudioLink, will display a constant pulse effect.
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_alFallbackBPM Fallback BPM The BPM to use for the fallback pulse.
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_ManualButton This shader has a manual. Check it out! For information on new features, old features, and just how to use the shader in general, check out the manual on the shader wiki!
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_Ramp Lighting Ramp Specifies the falloff of the lighting. In other words, it controls how light affects your model and how soft or sharp the transition between light and shadow is. \nNote: If a Lighting Ramp is not set, the material will have no shading.
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_ShadowMask Shadow Mask In Occlusion mode, specifies areas of shadow influence. RGB darkens, alpha lightens. In Tone mode, specifies colour of shading to use. RGB tints, alpha darkens.
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_ShadowLift Shadow Lift Increasing this warps the lighting received to make more things lit.
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_IndirectLightingBoost Indirect Lighting Boost Blends the lighting of shadows with the lighting of direct light, making them brighter.
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_Shadow Shadow Mask Lightening Sets the power of the shadow mask.
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_LightRampType Lighting Ramp Type For if you use lightramps that run from bottom to top instead of left to right, or none at all.
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_ShadowMaskType Shadow Mask Style Changes how the shadow mask is used.
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_VertexColorType Vertex Colour Type Sets how the vertex colour should be used. Outline only affects the colour of outlines. Additional data uses the red channel for outline width and the green for ramp softness.
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_GradientEditorButton Open Gradient Editor Opens the gradient editor window with the current material focused. This allows you to create a new lighting ramp and view the results on this material in realtime.
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_CrosstoneToneSeparation 1st Tone Blending Mode Specifies the method used to blend tone with the albedo texture. Combined will merge one over the other, while Seperate will not.
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_Crosstone2ndSeparation 2nd Tone Blending Mode Specifies the method used to blend 2nd tone with the tone texture. Combined will merge one over the other, while Seperate will not.
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_1st_ShadeMap 1st Shading Tone Specifies the colour of shading to use for the first gradation. Tinted by the colour field.
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_1st_ShadeColor 1st Shading Colour
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_1st_ShadeColor_Step 1st Shading Breakpoint Sets the point at which the shading begins to transition from lit to shaded, based on the light hitting the material.
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_1st_ShadeColor_Feather 1st Shading Width Sets the width of the transition between lit and shaded.
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_2nd_ShadeMap 2nd Shading Tone Specifies the colour of shading to use for the second gradation. Tinted by the colour field.
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_2nd_ShadeColor 2nd Shading Colour
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_2nd_ShadeColor_Step 2nd Shading Breakpoint Sets the point at which the shading begins to transition from shaded to fully shaded, based on the light hitting the material.
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_2nd_ShadeColor_Feather 2nd Shading Width Sets the width of the transition between shaded and fully shaded.
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_ShadingGradeMap Shading Adjustment Adds additional shading to darkened regions, and acts as occlusion. The slider modifies the midpoint of the shading adjustment.
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_ShadingGradeMapLevel Shading Adjustment Level Modifies the middle point of the shading adjustment.
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_LightMultiplyAnimated Runtime Light Adjustment Modifies the output values. The lower this value, the darker the light reflected by the material.
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_LightClampAnimated Runtime Light Clamp Limits the output value of lighting. When enabled, total lighting applied is limited. Not recommended for regular use.
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_UseInventory Inventory Enables the inventory system. When enabled, the UV coordinates of the model are used to hide parts of the mesh. Every X units, where X is the inventory stride, the vertices assigned those UV coordinates are placed into a seperate item slot, and can be enabled or disabled using the toggles. The first slot, containing the 0-1 range, is always displayed.
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_InventoryStride Inventory Stride Sets the spacing between item slots. By default, this is 10, which means that if a vertex's UVs are 10 units away from the origin, they will be considered a seperate item slot.
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_Stencil Stencil Test Raising this enables reading or writing a stencil. When set, contains calue to compare against (if Comparison is anything but Always) and/or the value to be written to the buffer (if wither Pass, Fail or ZFail is set to Replace)
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_StencilComp Comparison The operation to be performed when reading the stencil value.
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_StencilOp Operation The operation to be performed when the stencil test passes.
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_StencilFail Fail The operation to be performed when the stencil test fails.
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_StencilZFail ZFail The operation to be performed when the stencil test passes, but the geometry is occluded.
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s_gradientEditorButton Open Gradient Editor Opens the gradient editor window with the current material focused. This allows you to create a new lighting ramp and view the results on this material in realtime.
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s_helpArea Check out our resources! Hover over the buttons for more info.
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s_manualButton Manual For information on new features, old features, and just how to use the shader in general, check out the manual on the shader wiki!
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s_socialButton Discord For support, feedback, and updates on new versions, join the Secret Shader Facility Discord!
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s_simpleComplexity Only show main options. (Simple mode) Only show main options. (Simple mode)
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s_normalComplexity Hide niche options. (Normal mode) Hide niche options. (Normal mode)
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s_fullComplexity Show all options. (Complex mode) Show all options. (Complex mode)
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s_mainOptions Main Options Settings that control the basic appearance of the shader, which affect all subsequent settings.
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s_shadingOptions Shading Options Settings that control the main light shading calculations. However, they mostly don't affect other settings.
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s_renderingOptions Rendering Options Settings that control additional effects rendered after the main shading. These settings are specific to these effects. (Some specular settings will affect the base albedo, which influences how other effects appear.)
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s_detailOptions Detail Options Settings that control details added into the basic lighting and shading.
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s_miscOptions Misc Options Settings that control specific effects which aren't related to lighting.
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s_inventoryOptions Simple Inventory Options Settings that control the simple inventory system, based on the input UV coordinates.
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s_advancedOptions System Options Settings that control specific system parameters that can have a large effect on how the shading is calculated.
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s_bakeButton Bake material Creates a copy of the shader with the material properties pre-applied and flattened. This reduces the size of the shader in the final build and can improve performance, but you won't be able to change the shader properties until you un-bake it.
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s_bakeButtonPlural Bake {0} materials Creates a copy of the shader with the material properties pre-applied and flattened for each material. This reduces the size of the shader in the final build and can improve performance, but you won't be able to change the shader properties until you un-bake it.
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s_bakeButtonRevert Un-bake material This material is baked, and material properties can't be changed. Selecting this option will undo the baking process and return this material to using the regular version of the shader.
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ge_gradientEditorTitle Current Material:
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ge_resolutionTitle Resolution:
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ge_linearCheckbox Treat as non-sRGB
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ge_materialCheckbox Show material selector
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ge_helpCheckbox Show help
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ge_basicHelp Select the top slot to open the gradient editor. You can change it and see how your material reacts in realtime. \nNote that if you don't save the lighting ramp, it will revert to the old one and your changes will be lost. Use "Save Ramp" to save.
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ge_multiRampHelp Use the + and - buttons to add additional ramp levels. They'll be blended based on Softness, which is set by vertex colour.
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ge_reorderButton Reorder Make sure you don't want to undo anything before Reordering.
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ge_addButton Add Gradient
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ge_removeButton Remove Gradient
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ge_rampPropertyField Ramp Property Name
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ge_rampPropertyError Ramp property not found!
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ge_saveRampButton Save Ramp
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ge_noAssetPathError Asset path is Null. Unable to set to Clamped!\n Ramp won't display correctly unless this is fixed.
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ge_multiGradientPreset Multi Gradient Preset
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ge_saveNewButton Save New
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ge_saveMultiGradient Save Multi Gradient |