b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
94 lines
3.0 KiB
Plaintext
94 lines
3.0 KiB
Plaintext
AV HAIR
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[explanations are similar for each renderpipeline]
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- Standard Render Pipeline
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- Universal Render Pipeline
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- High Definition Render Pipeline
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CREATOR OF THIS SHADER:
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Discord: AlexViktor#1715
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_________________________________________________________________________________
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EXPLANATION OF ALL PROPERTIES:
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Cull Mode [culling means hiding the respective face of the mesh]
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OFF = Double Sided
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Front = only the backface is being rendered
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Back = only the front face is being rendered
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Blend Mode
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Opaque = solid mesh without any transparency or cutout
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Alpha Test = makes use of the Texture Alpha channel to cutout meshes
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Mask Clip Value
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alpha output is being subtracted by clip value
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Opacity Mask Multiplier
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multiplies the alpha channel
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Smoothness [unity default: 0.5]
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sets the reflection intensity/range, depends on your normals
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Metallic [unity default: 0]
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exponent to define a intensified and darker color
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AO Intensity [unity default 0]
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occludes the amount of your ambient/baked lighting
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Color
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Color is being multiplied with the Albedo to define a new texture color
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Albedo (RGB)
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This is your Main Diffuse Texture
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Albedo Desaturate
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lerps between Albedo*Color and Albedograyscale*Color
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[i had to use max(R,max(G,B) to get a consistant result when using the hair anisotropics, therefore i reused it for desaturation] [to optimize a little bit more, i made an own implementation of max(R,max(G,B), its not linear, but works in most cases, i call it fastmax]
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Albedo Remapper
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adds the selected amount to the albedo, to define a new texture color
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Albedo Max
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remaps the albedo to a new max-value
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Emission
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depending on your post-processing, this can have a good effect to bring in some glow/shine
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you can imagine this value acting as a UNLIT shader
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[glows in darkness]
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Normal
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Normal Map
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Normal Intensity
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sets the Normal intensity
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Normal Mode
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Normal = uses default Normal input
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Normal Create = generates a normal by offsetting the Albedo [works pretty well on hair]
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Normal Create Offset
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changes the offset value
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Thickness Map
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basically a mask, to mask out the effect [returns 1 as default]
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SSS Color
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defines color of SubSurface Scattering
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SSS Distortion
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normal dependent scatter [approximation, works reasonably well]
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SSS Power
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higher values for a slim rim
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SSS Intensity
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multiplies the effect by given amount
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Hair Blend
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property to set overall highlight intensity [0 = disabled]
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Hair Gloss
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sets smoothness on hair whereever noise is applied
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Noise Frequency
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changes the frequency of the noise
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Noise Spread
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widens the noise on higher values
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[same info for 'Secondary Highlight' properties]
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Highlight Color
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sets the highlight color
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Highlight Position
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value offsets the position of the highlight
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Highlight Exponent
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changes power of the highlight
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Highlight Intensity
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changes intensity of the highlight
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Hair Variation
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blends between default and variation
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Hair Variation Color
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color of the hairblend
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Hair Variation Position
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sets the position of the color blend
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Hair Variation Hardness
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full hardness is on 0.5 |