Files: Retro3DLit.shader
Path: "CGF/Shaders/Retro3D"
Shader menu: "CG Framework/Retro 3D/Lit"
Description
Unity shader CG Framework/Retro 3D/Lit.
Reference

- Diffuse 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 ModeType.
- Alpha Cutoff – Alpha Cutoff value.
- Color – Main color.
- Vertex Snapping Level – Amount of the vertex inaccuracy position.
- Affine Texturing Mapping Level – Amount of the perspective texture correction inaccuracy.
- Z-Buffer Lacking Level – Polygons that are supposed to be in the back popping to the front, and vice versa.
- Texture LOD – If enabled, a LOD texture.
- Texture LOD Map – Texture of the texture LOD.
- Camera Distance Texture LOD – Activation distance of the texture LOD based on the camera position.
- Vertex Clipping – If enabled, shader discards vertices based on the Camera Distance Vertex Clip property.
- Camera Distance Vertex Clip – Vertex discard distance based on the camera position.
- Frustrum Vertex Clipping – If enabled, shaders discard vertices that are outside of the frustrum camera.
- Lighting Model – Determines whether to use Gouraud or Flat shading.
- Gouraud – Selects the Gouraud option.
- Flat – Selects the Flat option.
- Phong – Selects the Phong option.
- White Specular – If enabled, the color of the direct specular light is always white.
- Saturation Enhancement – Enhances the darkest part of color of the surface.
- Specular – Specular light (Blinn-Phong).
- Specular – Specular light (Blinn-Phong).
- Specular Map (RGB) – Specular texture.
- Specular Color (RGB) – Color of the specular light.
- Specular Level – Level of the specular light.
- Shininess Level – Level of blur for the highlight and the reflection.
- Reflection – Manages reflection settings. See Common Features / Reflection.
- 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 – Emission color. See Common Features / Emission.
- Mesh Intersection – Mesh intersection detection.
- Intersection Texture (RGB) – Texture applied on the intersection area.
- Intersection Texture Scroll – Scroll the intersection texture.
- Intersection Texture Smooth – Smooth of the edge of the intersection texture.
- Intersection Texture Reverse – If enabled, reverse the intersection texture color.
- Intersection Color (RGBA) – Intersection color.
- Intersection Falloff – Fallof value.
- Intersection Distance – Intersection length.
- Intersection Level – Level of the color based on the source color.
- Flip UV Horizontal – Description.
- Flip UV Vertical – Description.
- UV Scroll – Description See Common Features / UV Scroll.
- UV Scroll – Description See Common Features / UV Scroll.
- Scroll By Textel – 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.
- Emission – Emission Map (RGB) See Common Features / Emission.
- Emission – Emission Color (RGB) See Common Features / Emission.
- UV Scroll – UV Scroll See Common Features / UV Scroll.
- Render Mode – Render Mode.
- SrcBlend – SrcBlend.
- DstBlend – DstBlend.
- ZWrite – ZWrite.
- Cull – Cull.
Use
Assign the shader from CG Framework/Retro 3D/Lit to a material.
Configure the grouped material properties listed in Reference from the Unity material inspector.