Files: Unlit.shader
Path: "CGF/Shaders/Unlit"
Shader menu: "CG Framework/Unlit/Unlit"
Description
Unity shader CG Framework/Unlit/Unlit.
Reference

- Diffuse Map – Main texture.
- Alpha Cutoff – Alpha Cutoff value.
- Color – Main color.
- Gradient Top Color – Color of the top part of the gradient.
- Gradient Ramp (RGBA) – Gradient Ramp (RGBA).
- Gradient Center – Gradient center.
- Gradient Width – Gradient width.
- Gradient Revert – Revert the orientation of the gradient.
- Gradient Change Direction – Change direction of the gradient.
- Gradient Rotation – Gradient rotation.
- Gradient Steps – Gradient steps.
- Gradient Steps – Gradient Steps.
- Color Fill – Color Fill.
- Color Fill Level – Level of color fill in relation the source color.
- Enable Ambient Light – If enabled ambient light affect to the source mesh.
- Reflection – Manages reflection settings. See Common Features / Reflection.
- Specular Mask (RGB) – Specular texture.
- Shininess Level – Level of blur for the highlight and the reflection.
- Cubemap Rotation X – Custom cubemap X rotation.
- Cubemap Rotation Y – Custom cubemap Y rotation.
- 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 – Manages emission settings. 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 Color (RGBA) – Intersection color.
- Intersection Falloff – Fallof value.
- Intersection Distance – Intersection length.
- Intersection Level – Level of the color based on the source color.
- UV Scroll – Manages UV scrolling settings. See Common Features / UV Scroll.
- Flip UV Horizontal – Description.
- Flip UV Vertical – Description.
- 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.
- Camera Fading – Opacity by camera distance and direction.
- None – Selects the None option.
- Blending – Selects the Blending option.
- Dithering – Selects the Dithering option.
- Camera Fading Near Point – Start point of the fading. Offset to position camera.
- Camera Fading Far Point – End point of the fading.
- Camera Fading Dithering Pattern – Dithering patternt of the fading.
- Camera Fading Darken – If enabled darken mesh with fading.
- Camera Direction Fading – Opacity by camera direction.
- Opacity Clip – If enabled clips the mesh with less opacity than the opacity clip threshold.
- Opacity Clip Threshold – Opacity clip threshold.
- Curved World – Curved World features.
- Curved World Mode – Curved world mode.
- Bend Left (+X) – Selects the Bend Left (+X) option.
- Bend Right ( X) – Selects the Bend Right ( X) option.
- Bend Forward (+Z) – Selects the Bend Forward (+Z) option.
- Bend Back ( Z) – Selects the Bend Back ( Z) option.
- Unity Fog – If enabled, the Unity Fog affects the object.
- Flipbook – Flipbook.
- Flipbook Columns – Flipbook Columns.
- Flipbook Rows – Flipbook Rows.
- Flipbook Speed – Flipbook Speed.
- Flipbook Start Frame – Flipbook Start Frame.
- 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.
Use
Assign the shader from CG Framework/Unlit/Unlit to a material.
Configure the grouped material properties listed in Reference from the Unity material inspector.