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Particle Lit Standard

Files: ParticleLitStandard.shader

Path: "CGF/Shaders/Lit/VFX"

Shader menu: "CG Framework/Lit/VFX/Particle Lit Standard"

Description

Unity shader CG Framework/Lit/VFX/Particle Lit Standard.

Reference

  • Particle Texture – Texture of the particle.
  • 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.
  • Opacity – Opacity value.
  • Camera Fading – Opacity by camera distance and direction.
  • Camera Fading Near Point – Start point of the fading. Offset to position camera.
  • Camera Fading Far Point – End point of the fading.
  • Camera Direction Fading – Opacity by camera direction.
  • Soft Particles – Fade out particles when they get close to the surface of objects.
  • Fade Distance – Fade length.
  • Fade Falloff – Fallof value.
  • 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 – Refraction effect.
  • Refraction Map (RG) – Refraction Map (RG).
  • Refraction Level – Refraction Level.
  • Refraction Scroll – Scroll the refraction texture.
  • Refraction Mask (R) – Refraction Mask.
  • 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.
  • Emission – Manages emission settings. See Common Features / Emission.
  • 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.
  • Blend Type – Blend Type.
  • Src Blend Factor – Src Blend Factor.
  • Dst Blend Factor – Dst Blend Factor.
  • Blend Operation – Blend Operation.

Use

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