Shader Properties
Last updated
Last updated
Rendering Mode - Allows to choose Opaque or Transparent render modes.
Render Face - Triangle face render mode: Front, Back or Both.
Alpha Test - (Available only with Opaque render mode) Creates alpha cutout effect using lowpoly color's alpha or Diffuse texture's alpha value:
Fade By – (Available only with Transparent render mode) Transparency is calculated based on the lowpoly color’s alpha or Diffuse texture’s alpha value.
In Lowpoly Color section are assigned textures that are rendered per-vertex, creating lowpoly style rendering effect:
Secondary Map - Allows to use one additional texture for calculating lowpoly color and defines how it is blend with the main lowpoly texture.
Color Sample Type - Style of the rendered lowpoly color:
Average Color – Lowpoly color is calculated by averaging all 3 vertex colors of a triangle:
Middle UV – Lowpoly color is read from the triangle’s middle point.
First Index – Color of the first vertex of a triangle is used as a lowpoly color. Based on the mesh's vertex/triangle layout can create quad rendering style
Flat Normals - Allows recalculating triangle normals to have a flat style look.
Flat All Lights – Activates shader’s Forward rendering mode where all lights, reflections, specular and smoothness properties are calculated using Flat Normals.
Wireframe section allows adding wireframe rendering effect:
Vertex Displacement effect adds displacement effect using parametric equation or by using displace map:
Default section allows to choose per-pixel rendered Diffuse and Normal maps and their blending modes with the lowpoly color: