Firstborn/Assets/InfinityPBR/Shaders/AV/Hair/AV Hair readme.txt
Schaken-Mods b8ab71969a Finished lockpicking, tied it to the Skills system
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.
2023-05-05 22:02:18 -05:00

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AV HAIR
[explanations are similar for each renderpipeline]
- Standard Render Pipeline
- Universal Render Pipeline
- High Definition Render Pipeline
CREATOR OF THIS SHADER:
Discord: AlexViktor#1715
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EXPLANATION OF ALL PROPERTIES:
Cull Mode [culling means hiding the respective face of the mesh]
OFF = Double Sided
Front = only the backface is being rendered
Back = only the front face is being rendered
Blend Mode
Opaque = solid mesh without any transparency or cutout
Alpha Test = makes use of the Texture Alpha channel to cutout meshes
Mask Clip Value
alpha output is being subtracted by clip value
Opacity Mask Multiplier
multiplies the alpha channel
Smoothness [unity default: 0.5]
sets the reflection intensity/range, depends on your normals
Metallic [unity default: 0]
exponent to define a intensified and darker color
AO Intensity [unity default 0]
occludes the amount of your ambient/baked lighting
Color
Color is being multiplied with the Albedo to define a new texture color
Albedo (RGB)
This is your Main Diffuse Texture
Albedo Desaturate
lerps between Albedo*Color and Albedograyscale*Color
[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]
Albedo Remapper
adds the selected amount to the albedo, to define a new texture color
Albedo Max
remaps the albedo to a new max-value
Emission
depending on your post-processing, this can have a good effect to bring in some glow/shine
you can imagine this value acting as a UNLIT shader
[glows in darkness]
Normal
Normal Map
Normal Intensity
sets the Normal intensity
Normal Mode
Normal = uses default Normal input
Normal Create = generates a normal by offsetting the Albedo [works pretty well on hair]
Normal Create Offset
changes the offset value
Thickness Map
basically a mask, to mask out the effect [returns 1 as default]
SSS Color
defines color of SubSurface Scattering
SSS Distortion
normal dependent scatter [approximation, works reasonably well]
SSS Power
higher values for a slim rim
SSS Intensity
multiplies the effect by given amount
Hair Blend
property to set overall highlight intensity [0 = disabled]
Hair Gloss
sets smoothness on hair whereever noise is applied
Noise Frequency
changes the frequency of the noise
Noise Spread
widens the noise on higher values
[same info for 'Secondary Highlight' properties]
Highlight Color
sets the highlight color
Highlight Position
value offsets the position of the highlight
Highlight Exponent
changes power of the highlight
Highlight Intensity
changes intensity of the highlight
Hair Variation
blends between default and variation
Hair Variation Color
color of the hairblend
Hair Variation Position
sets the position of the color blend
Hair Variation Hardness
full hardness is on 0.5