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Unlit

Files: Unlit.shader

Path: "CGF/Shaders/Unlit"

Shader menu: "CG Framework/Unlit/Unlit"

Description

Unity shader CG Framework/Unlit/Unlit.

Reference

  • Diffuse Map – Main texture.
  • Alpha Cutoff – Alpha Cutoff value.
  • Color – Main color.
  • Gradient Top Color – Color of the top part of the gradient.
  • Gradient Ramp (RGBA) – Gradient Ramp (RGBA).
  • Gradient Center – Gradient center.
  • Gradient Width – Gradient width.
  • Gradient Revert – Revert the orientation of the gradient.
  • Gradient Change Direction – Change direction of the gradient.
  • Gradient Rotation – Gradient rotation.
  • Gradient Steps – Gradient steps.
  • Gradient Steps – Gradient Steps.
  • Color Fill – Color Fill.
  • Color Fill Level – Level of color fill in relation the source color.
  • Enable Ambient Light – If enabled ambient light affect to the source mesh.
  • Reflection – Manages reflection settings. See Common Features / Reflection.
  • Specular Mask (RGB) – Specular texture.
  • Shininess Level – Level of blur for the highlight and the reflection.
  • Cubemap Rotation X – Custom cubemap X rotation.
  • Cubemap Rotation Y – Custom cubemap Y rotation.
  • 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.
  • 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 Color (RGBA) – Intersection color.
  • Intersection Falloff – Fallof value.
  • Intersection Distance – Intersection length.
  • Intersection Level – Level of the color based on the source color.
  • UV Scroll – Manages UV scrolling settings. See Common Features / UV Scroll.
  • Flip UV Horizontal – Description.
  • Flip UV Vertical – Description.
  • 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.
  • 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.
  • 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.
  • Unity Fog – If enabled, the Unity Fog affects the object.
  • Flipbook – Flipbook.
  • Flipbook Columns – Flipbook Columns.
  • Flipbook Rows – Flipbook Rows.
  • Flipbook Speed – Flipbook Speed.
  • Flipbook Start Frame – Flipbook Start Frame.
  • 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.

Use

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