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.