Also supports premultiplied alpha.
Surface Type and Blend Mode: Transparent Yes Yes Yes Surface Type and Blend Mode: Cutout Yes Yes Yes Surface Type and Blend Mode: Additive No Yes Yes Surface Type and Blend Mode: Multiply No Yes NoNot compatible with half res transparent optimization and offscreen UI blending.
Surface Type and Blend Mode: Translucence No No YesTranslucent Material Type in the Lit shaders
Surface Inputs: Albedo (Base Map) Yes Yes Yes Surface Inputs: Specular Yes Yes YesBase map when using Material Type Specular
Surface Inputs: Metallic Yes Yes YesStored in the R channel of the Mask Map.
Surface Inputs: Ambient Occlusion Yes Yes YesStored in the G channel of the Mask Map.
Surface Inputs: Smoothness Yes Yes YesStored in the A channel of the Mask Map.
Surface Inputs: Normal MapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.Albedo stored in the R channel of the Detail Map. Smoothness stored in the B channel.
Surface Inputs: Detail Normal Map Yes Yes YesY axis stored in the G channel of the Detail Map. X axis stored in the A channel.
Surface Inputs: Heightmap YesPixel displacement only.
YesPixel displacement only.
YesPixel or vertex displacement.
Surface Inputs: Detail Mask Yes Yes YesStored in the B channel of the Mask Map.
Surface Inputs: Emissive Map Yes Yes Yes Surface Inputs: Transmission Mask No No YesAlso available in Shader Graph.
Surface Inputs: Specular Occlusion No No Yes Surface Inputs: Planar & Triplanar mapping NoAlternative: Use ShaderGraph Triplanar node
NoAlternative: Use ShaderGraph Triplanar node
Yes Included Lighting models: ClearCoat No Yes Yes Included Lighting models: SubSurface Scattering No No YesIncludes Dual Lobe multipliers and diffuse shading power for skin.
Included Lighting models: Colored Translucent No No Yes Included Lighting models: Anisotropy No No Yes Included Lighting models: Irridescence No No Yes Included Lighting models: Fabric No No Yes Included Lighting models: Eye No No YesEye caustics available in High quality mode.
Included Lighting models: Hair (Approximate) No No YesBased on Kajiya Kay parametrization
Included Lighting models: Hair (Physical) No No YesBased on Marshner-Disney parametrization. Cinematic option available to trade performance vs quality.
Add custom Lighting model as a plugin Yes No YesPluggable Master Node (undocumented)
Features: Light Cookies YesSupports grayscale textures
YesSupports RGB textures
YesSupports RGB textures
Features: Parallax Mapping Yes Yes Yes Features: Light Distance Fade No No Yes Features: Shadow Distance Fade Yes Yes YesConfigure in Shadows Volume.
Features: Shadow Cascade Blending No No Yes Features: GPU Instancing Yes Yes Yes Features: Double Sided GI Yes No Yes Features: Two Sided No YesConfigure with the RenderFace property.
YesConfigure with the Double Side toggle.
Features: Material sorting priority No Yes Yes Features: Renderer sorting priority No NoNot exposed (use debug mode of the inspector).
Yes Features: GPU Tesselation No No YesUse the LitTesselation Shader.
Features: Specular Occlusion No No YesUse only the ambient occlusion map, or both bent and ambient occlusion maps.
Features: Geometric Specular Anti-Aliasing No No Yes Features: Add precomputed velocity No YesRequires per vertex velocity information (for example, Alembic, or using ShaderGraph custom velocity option)
YesRequires per vertex velocity information (for example, Alembic, or using ShaderGraph custom velocity option)
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