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Lit Standard Blend

Files: LitStandardBlend.shader

Path: "CGF/Shaders/Lit"

Shader menu: "CG Framework/Lit/Lit Standard Blend"

Description

Unity shader CG Framework/Lit/Lit Standard Blend.

Reference

  • Albedo Map – Main texture.
  • Use Semitransparent Shadows – Enable the semitransparent shadows, apply a dithering to the sahdows based on the opacity of the mesh, only works with transparent render mode.
  • Alpha Cutoff – Alpha Cutoff value.
  • Color – Main color.
  • Metallic – Metallic See Common Features / Metallic.
  • Metallic – Texture that determines the metallic look of the surface. See Common Features / Metallic.
  • Metalness – Level of metallic look of the surface.
  • Gloss Mode – Use smoothnes or roughnes to determine the glossines of the surface.
    • Smoothnes – Selects the Smoothnes option.
    • Roughness – Selects the Roughness option.
  • Smoothnes or Roughness Map (RGB) – Texture that determines the smoothnes or roughness of the surface.
  • Glossiness – Level of smoothnes or roughness of the surface.
  • Reflection – Manages reflection settings. See Common Features / Reflection.
  • Cubemap Rotation X – Custom cubemap X rotation.
  • Cubemap Rotation Y – Custom cubemap Y rotation.
  • Normal – Manages normal map settings. See Common Features / Normal.
  • Refraction – Refractive surface.
  • Refraction Index – Ratio of indices of refraction at the surface.
  • Chromatic Dispersion – Dissociation of color channels due the refraction effect.
  • Chromatic Dispersion Offset – Offset of area affected by the chromatic dispersion.
  • Chromatic Dispersion Smooth – Smooth or falloff of edge of the area affected by the chromatic dispersion.
  • Refraction Blur Level – Intensity of blur in the chromatic dispersion area.
  • Gloss Refraction Translucency – If enabled, glossiness value of the metallic look controls the translucency of the surface.
  • Gloss Translucency Quality – Quality of translucency effect.
  • Translucency – Translucency surface, sub surface scattering.
  • Sub Surface Scattering – Scattering of the light rays when go through the mesh.
  • SSS Internal Color (RGB) – Color for the area affected by the translucency, simulates the color of internal part of the mesh.
  • SSS Internal Color Level – Level of the internal color based on the surface color and light color.
  • SSS Multiplier – SSS Multiplier.
  • SSS Offset – Offset of area affected by the translucency.
  • SSS Smooth – Smooth or falloff of edge of the area affected by the translucency.
  • SSS Thickness Map (R) – Texture that contains the thickness of the mesh.
  • Non Dir Light Penetration – Penetration intensity through the mesh of point and spot light (non directional lights).
  • Shadow Strength – Diffuse shadow level.
  • Parallax – Parallax mode. See Common Features / Parallax.
  • Height Map (R) – Displacement texture for simulate height. Only uses the R channels.
  • Height Level – Level of height simulation.
  • Height Iterations – Iterations that compound the height simulation.
  • Raymarching Search Steps – Length of the raymarching ray. More steps increase the quality of the effect but increase the performance cost.
  • Occlusion Iterations Range – Iterations that compound the height simulation.
  • Occlusion Interpolation Steps – More steps increase the quality of the effect but increase the performance cost.
  • Clip Edge – If enabled clips the ends of the UVs to give a more 3D look at the edges of the geometry.
  • Clip Silhouette – If enabled uses the UV coordinates to clip the effect curvature in X or V axis, useful for cylinders, works best with 'Clip Edges' disabled.
  • Curvature U – U coordinates to clip the effect curvature.
  • Curvature V – V coordinates to clip the effect curvature.
  • Curvature Bias – Adjust of the effect curvature.
  • Ambient Occlusion – Manages ambient occlusion settings. See Common Features / Ambient Occlusion.
  • Color Mask – Color Fill.
  • Color Mask Map (RGB) – Mask texture.
  • Color Mask Color R (RGB) – Color of the red channel mask.
  • Color Mask Color B (RGB) – Color of the green channel mask.
  • Color Mask Color G (RGB) – Color of the blue channel mask.
  • Color Mask Mode – Color Mask Mode.
    • Normal – Selects the Normal option.
    • Multiply – Selects the Multiply option.
    • Overlay – Selects the Overlay option.
  • Color Mask Level – Level of color mask in relation the source color.
  • Emission – Manages emission settings. See Common Features / Emission.
  • UV Scroll – Manages UV scrolling settings. See Common Features / UV Scroll.
  • Flip UV Horizontal – Description.
  • Flip UV Vertical – Description.
  • LOD Fade Mode – LOD fade mode. See Common Features / LOD Fade Mode.
  • LOD Dither Type – LOD dither type.
    • Unity – Selects the Unity option.
    • Blue Noise – Selects the Blue Noise option.
    • Floyd Steinberg – Selects the Floyd Steinberg option.
  • Camera Fading – Opacity by camera distance and direction.
    • None – Selects the None option.
    • Blending – Selects the Blending option.
    • Dithering – Selects the Dithering option.
  • Camera Fading Near Point – Start point of the fading. Offset to position camera.
  • Camera Fading Far Point – End point of the fading.
  • Camera Fading Dithering Pattern – Dithering patternt of the fading.
  • Camera Fading Darken – If enabled darken mesh with fading.
  • Camera Direction Fading – Opacity by camera direction.
  • Opacity Clip – If enabled clips the mesh with less opacity than the opacity clip threshold.
  • Opacity Clip Threshold – Opacity clip threshold.
  • Detail – Color and Normal details.
  • Detail Map (RGB) – Texture of the color details.
  • Detail Normal Fit To Screen – If enabled use screen space UV.
  • Detail Normal – Normal details.
  • Detail Normal Map (RGB) – Texture of the normal details.
  • Detail Normal Level – Level of the normal map.
  • Detail Normal Fit To Screen – Detail Normal Fit To Screen.
  • Detail Mask (R) – Texture that masks the detail maps.
  • Detail Blend Mode – Blend mode of the color of the detail and the base color.
    • Multiply – Selects the Multiply option.
    • Linear Dodge Or Additive – Selects the Linear Dodge Or Additive option.
    • Overlay – Selects the Overlay option.
    • Multiply X 2 – Selects the Multiply X 2 option.
  • Detail UV Scroll – If enabled apply a UV scroll.
  • Detail UV Scroll Speed – Speed of the UV scroll.
  • Curved World – Curved World features.
  • Curved World Mode – Curved world mode.
    • Bend Left (+X) – Selects the Bend Left (+X) option.
    • Bend Right ( X) – Selects the Bend Right ( X) option.
    • Bend Forward (+Z) – Selects the Bend Forward (+Z) option.
    • Bend Back ( Z) – Selects the Bend Back ( Z) option.
  • Render Mode – Render Mode.
  • SrcBlend – SrcBlend.
  • DstBlend – DstBlend.
  • ZWrite – ZWrite.
  • Render Face – Determine which sides of mesh to render.
    • Booth – Selects the Booth option.
    • Back – Selects the Back option.
    • Front – Selects the Front option.
  • Blend Mode – Blend Mode.

Use

Assign the shader from CG Framework/Lit/Lit Standard Blend to a material.
Configure the grouped material properties listed in Reference from the Unity material inspector.