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.