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Lit 3D Text

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.