Files: Retro3DLit3DText.shader
Path: "CGF/Shaders/Retro3D"
Shader menu: "CG Framework/Retro 3D/Lit 3D Text"
Description
Unity shader CG Framework/Retro 3D/Lit 3D Text.
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.
- Opacity – Opacity value.
- Always Visible – Reverse the opacity of the main texture.
- ZTest – ZTest.
- 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.
- 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.
- Emission – Emission color. See Common Features / Emission.
- Emission – Emission Map (RGB) See Common Features / Emission.
- Emission – Emission Color (RGB) 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.
Use
Assign the shader from CG Framework/Retro 3D/Lit 3D Text to a material.
Configure the grouped material properties listed in Reference from the Unity material inspector.