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Lit Blend

Files: Retro3DLitBlend.shader

Path: "CGF/Shaders/Retro3D"

Shader menu: "CG Framework/Retro 3D/Lit Blend"

Description

Unity shader CG Framework/Retro 3D/Lit Blend.

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.
  • Color – Main color.
  • 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.
  • Texture LOD – If enabled, a LOD texture.
  • Texture LOD Map – Texture of the texture LOD.
  • Camera Distance Texture LOD – Activation distance of the texture LOD based on the camera position.
  • 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.
    • 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 – Emission color. See Common Features / Emission.
    • Mesh Intersection – Mesh intersection detection.
    • Intersection Texture (RGB) – Texture applied on the intersection area.
    • Intersection Texture Scroll – Scroll the intersection texture.
    • Intersection Texture Smooth – Smooth of the edge of the intersection texture.
    • Intersection Texture Reverse – If enabled, reverse the intersection texture color.
    • Intersection Color (RGBA) – Intersection color.
    • Intersection Falloff – Fallof value.
    • Intersection Distance – Intersection length.
    • Intersection Level – Level of the color based on the source color.
    • Flip UV Horizontal – Description.
    • Flip UV Vertical – Description.
    • UV Scroll – Description See Common Features / UV Scroll.
    • UV Scroll – Description See Common Features / UV Scroll.
    • Scroll By Textel – 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.
  • Emission – Emission Map (RGB) See Common Features / Emission.
  • Emission – Emission Color (RGB) See Common Features / Emission.
  • UV Scroll – UV Scroll See Common Features / UV Scroll.
  • Render Mode – Render Mode.
  • SrcBlend – SrcBlend.
  • DstBlend – DstBlend.
  • ZWrite – ZWrite.
  • Cull – Cull.
  • Blend Mode – Blend Mode.

Use

Assign the shader from CG Framework/Retro 3D/Lit Blend to a material.
Configure the grouped material properties listed in Reference from the Unity material inspector.