**Toony Colors Pro 2** **Shader Generator 2 Beta - Documentation** v2.5.0 - August 2020 ([See changelog](changelog)) © 2020 Jean Moreno jean.moreno.public+unity@gmail.com ================================================================================================================================ Shader Generator 2 Beta ======================= The *Shader Generator 2* beta is now available to be used in *Toony Colors Pro 2*! The Shader Generator allows you to generate your own shader files for your project, with just the features you need. It has *many more features* than TCP2's default shaders, and can help you create *a wide variety of visual styles*. This new version of the Shader Generator tool improves the flexibility and control that you have over the generated shaders. The goal is to offer an *easy-to-use* tool with features *already implemented* (unlike a node-based tool for example), but where you still have *flexibility* over the generated code, for example choosing what source to use to fetch a color (single color, texture, vertex colors, constant color, etc.). Just toggle the features you want and select their options in the *Features* tab, and tweak the properties further if you need more control in the *Shader Properties* tab. !!! INFO *BETA VERSION NOTES:* • Only the [[Shader Properties]] part of the Shader Generator 2 is considered in beta: there are a lot of combinations possible there, so some complicated combinations might break. • Once a shader is generated and working, there is no reason for it to break later. • If you are starting a new project, I strongly suggest to use this version, unless you need a [template](#templates) that hasn't been made yet (water, terrain...). • This documentation isn't complete yet, and the inline help messages in the tool aren't either. In any case, if you are having bugs or issues, please [contact me](#contact) and I'll help you as soon as possible! If you are looking for the [main documentation, please find it here](documentation.html). Getting Started =============== Open the tool through the top menu: !!! Tools > Toony Colors Pro 2 > Shader Generator 2 (beta) Interface --------- Move your mouse on the different elements to learn about the interface:
Load a shader template here, e.g. Default, LWRP/URP, PBS, Water...
This is the current shader being edited, or 'None' if it's a new one.
You can click on this property to highlight the file in the Project view.
This is the name of the shader as it will appear in Unity's shader menu, in the material inspector.
In the **Features** tab, you can select the features that you want to add for your shader, along with their options.
In the **Shader Properties** tab, you can view most of the properties that will be used in your shader, and modify how they are fetched/calculated.
You can click on this help button to open this documentation in your browser pointing to the relevant feature.
_(Note: they may not all work in the beta!)_
The label for the feature; most of the times you can hover with the mouse to reveal a help tooltip about the feature.
The current value of the feature. If different than the default value, its label will be highlighted.
Features are organized in categories for easier navigation.
Global [[options]] for the Shader Generator 2.
First Steps ----------- First, you might want to load a shader template: - the *Default* template is a **non-?[PBS]((PBS means 'Physically Based Shading' and describes a lighting model that mimics the real world, where the shader will calculate most of its colors based on the lighting and a few parameters describing the physical aspects of the materials. The goal is to have a material that will always look good with all lighting environments, vs. a model where you have to tweak material parameters for each lighting conditions. The drawback is that you generally have less control over the final colors, should you want more stylistic visuals.))** general purpose template with a lot of features - the *LWRP/URP* template is a the equivalent of the *Default* one for the *Lightweight/Universal Render Pipeline (LWRP/URP)* - ~~the *PBS* template is a physically-based general purpose template~~ **_(not available yet in the beta)_** - ~~the *LWRP/URP PBS* template is the equivalent of the *PBS* one for the *Lightweight/Universal Render Pipeline (LWRP/URP)*~~ **_(not available yet in the beta)_** Then, change the *Shader Name*: this will be the name you see in the shader selection menu, in the material inspector. !L[Loading a template and changing the name](images/sg2_main_2.png) Finally, look at the various features and enable the ones you want for your shader. Once you're done, click on `Generate Shader` and the file will be created. You will then be able to use your generated shader by selecting it in a material. !!! INFO Once you click on `Generate Shader`, the generated shader will automatically be loaded in the Shader Generator 2. You can assign it to a material, and then easily test the various features by enabling/disabling them and clicking on `Update Shader` in the Shader Generator: the material will update along with the shader. This is a good way to preview the different features on your own models. !!! INFO You can easily open a generated shader back in the Shader Generator by clicking on the cog icon in the top-right hand corner of the material inspector: ![](images/sg2_material_inspector_cog.png) Once you feel comfortable enough with the *[Features](#featuresreference)* tab, you can look into the [[Shader Properties]] tab for more control. Options ------- Option | Description --------------------------------|-------------------------------------- Select Generated Shader | Once a shader is generated or updated, it will automatically be selected in the Project view. Always overwrite shaders | Do not prompt when you are about to overwrite an existing shader. _This doesn't apply to shaders that have been modified manually, you will always be prompted before overwriting those!_ Reload Shaders from all Project | By default, the tool will only look for generated shaders in the default output directory (`JMO Assets/Toony Colors Pro/Shaders Generated`). When enabled, this makes it search through all the project assets. Automatic Filename | Automatically generate the filename for the output shader, based on its UI name. Automatic sub-directories | Automatically generate sub-directories for the output shader, based on its UI name. Show disabled fields | Show all fields in the UI, even if they are disabled. Can be useful to see all the options available for each feature. Show contextual help | Display contextual blue help boxes in the UI. Dockable Window | Makes the Shader Generator 2 window look like any other Unity window that can be docked anywhere, instead of a separate OS window. You will have to close and open the tool again to see the change. Templates ========= A template will be the basis to generate your shader from. General purpose templates generally share most of their features, and specific templates have their own specialized features, for example vertex wave animations for the ((Water)) template. Here is a quick description of each template and what they are made for. Make sure to also look at the demo scenes to see actual examples. Default ------- The Default template is a general purpose one, that works with the [Built-in Render Pipeline](+https://docs.unity3d.com/Manual/SL-RenderPipeline.html), in *Forward Rendering*. This is the one to use to create shaders for characters, environments, and everything that doesn't require special shader effects. LWRP/URP ---- The LWRP/URP template is the same as the [[Default]] one but working with the [Lightweight/Universal Render Pipeline](+https://unity.com/srp/universal-render-pipeline). Because the pipelines don't work the same internally, some features might render differently between the Built-in and Lightweight/Universal Render Pipelines. ### Outline and Silhouette passes in URP Additional passes, such as the Outline or Silhouette effects, work differently in URP. While URP does allow up to one additional pass that can be automatically executed on top of the main pass, this is not the recommended way to do it. Instead you should manually set up a *"Renderer Feature"* in your URP Renderer asset, and use the relevant shader passes names to enable them ("Outline" and "Silhouette"): ![](images/urp_renderer_features.png) !!! WARNING Make sure that you enable the *URP Renderer Feature* option for both *Outline* and *Silhouette* effects in the Shader Generator 2, so that those passes are effectively disabled in the main rendering loop. ~~Default PBS~~ --------------- Physically-based version of the Default template. It is based on Unity's [Standard Shader](+https://docs.unity3d.com/Manual/shader-StandardShader.html). The advantage of PBS is the possibility to use PBR assets out of the box, and more consistent colors across different lighting conditions, at the expense of precisely controlling the final colors. It is also more expensive in the shader code. It can be a good solution if you already have a project setup with the Standard Shader. Take a look at the [Hybrid or Physically-Based?](documentation.html#quickstart/hybridorphysically-based?) guide from main documentation to learn more about the pros and cons of each technique. !!! ERROR The ((Default PBS)) template isn't available yet in the Shader Generator 2! ~~LWRP/URP PBS~~ ------------ Physically-based version of the LWRP/URP template. Is is based on the [Lit Shader](+https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/lit-shader.html) from the Lightweight Render Pipeline. It can be a good solution if you already have a project setup with the LWRP/URP Lit Shader. !!! ERROR The ((LWRP/URP PBS)) template isn't available yet in the Shader Generator 2! ~~Water~~ --------- Specialized template to create stylized water shaders. It contains some specialized features such as vertex-displacement based waves, depth-based foam, etc. !!! ERROR The ((Water)) template isn't available yet in the Shader Generator 2! ~~Terrain~~ ----------- Specialized template that will generate the shaders required for a material to work with [Terrains](+https://docs.unity3d.com/Manual/terrain-UsingTerrains.html). !!! ERROR The ((Terrain)) template isn't available yet in the Shader Generator 2! Shader Properties ================= About ----- The *Shader Properties* is a powerful and flexible system used to further customize your shaders. A Shader Property is a property that will be used in the generated shader. They generally correspond to the properties you will see in the material inspector, although that's not always the case. This interface allows you to change their behavior, change how they are fetched and/or calculated, or do advanced combinations such as applying a mask, and reference properties between each other. For example, the `Albedo` property is always available: it corresponds to the main texture. You could change this texture's options to remove the tiling/offset values, or apply UV scrolling to it. The `Albedo` property is a color, meaning that you can change how it is fetched and use something else than a texture: a single color, the mesh's vertex colors, or even a constant color if you don't plan on changing that value: the shader will be better optimized that way. Reading the [tutorials](#shaderpropertiestutorials) from the most simple to the most advanced is a good way to progressively understand how the system works. ================================================================================================================================ Structure --------- A *Shader Property* works with *Implementations*: it has at least one, and can chain more implementations, with an *operator* describing how to combine them: - Shader Property - Implementation 1 - Operator 2 - Implementation 2 - Operator 3 - Implementation 3 - ... In the shader code, the property will generate a variable that will be calculated once at the beginning of its function (`Vertex` or `Fragment`), and then be used in the relevant part(s) of the code. The code will look like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [variable_type] __propertyName = [implementation_1] [operator_2] [implementation_2] [operator_3] [implementation_3] ... ; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For example, the default implementations for `Albedo`, `Main Color` and `Alpha` look like this in the shader code:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ shader float4 __albedo = ( tex2D(_MainTex, (input.texcoord0)).rgba ); float4 __mainColor = ( _Color.rgba ); float __alpha = ( __albedo.a * __mainColor.a ); ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note that some "Special" implementations are sampled when the variable `__variableName` is _used_ in the code rather than when it is _declared_. This should generally not be of any concern though. ================================================================================================================================ Interface --------- Move your mouse on the different elements to learn about the Shader Properties interface:
View the available properties by clicking on this tab.
The name of the property, generally describing its usage.
The property type, can be `color`, `color (rgba)`, `float`, `float2`, `float3`, `float4`, or `fixed function`.
When available, shows a tooltip that gives some insight on the property's usage.
Where is the property used in the shader code: `Vertex` or `Fragment` program.
Useful to know which properties you can cross-reference, using the `Other Shader Property` implementation.
Shows the implementation menu, where you can copy/paste, import/export, or reset the implementations for this property.
You can also access it by right-clicking on the property name.
This is the current implementation for this property.
See the [[Implementations Reference]] to learn about the different implementations possible.
Use these buttons to add a new implementation, or remove this implementation.
This is one of the parameters of this implementation. It will be highlighted if its value is different than the default one.
Shader Properties are organized in categories, generally themed by the features they are related to.
**Custom Material Properties** allow you to define your own material properties that will show in the inspector, and then use them for any shader properties you want.
The name of the custom property, as it will appear in the material inspector.
The type of the custom property (float/range, vector, color or texture)
The name of the variable of the custom property in the shader code.
This is the name to use if you want to change the value with a script, for example using [`material.SetTexture("_TextureName", myTexture);`](+https://docs.unity3d.com/ScriptReference/Material.SetTexture.html) for a texture.
Use these buttons to add/remove Custom Material Properties.
================================================================================================================================ Interface with multiple implementations --------------------------------------- You can add as many implementations as you want for each property. Here is how the interface looks when there are two implementations for a property:
Drag this handle to reorder the different implementations of a property.
How this implementation will be blended with the previous one:
multiply `×`, divide `÷`, add `+` or subtract `-`
Here we have added a `Custom Material Property` implementation, linked to the "My Specular Mask" property that has been added in the **Custom Material Properties** section below.
The swizzle has been modified to only use the red channel: in this case, its effect is that the red channel of "My Specular Mask" will become a mask for the specular color.
This means that specular will appear on red areas, and be invisible on black areas of the texture.
Note that in this case, you could use a [Single Channel texture](+https://docs.unity3d.com/Manual/TextureTypes.html#SingleChannel) with the Red channel to optimize the memory used by the specular mask.
This section will indicate all the Shader Properties that are referencing this Custom Material Property.
================================================================================================================================ Custom Material Properties -------------------------- Those are material properties that you can define and then easily reference across multiple implementations. A good example would be a mask texture where each R,G,B,A channels are used to mask different features ================================================================================================================================ Implementations Reference ------------------------- -------------------------------------------------------------------------------------------------------------------------------- ### Constant Value The simplest implementation: just use a constant value for the property. Use it when you know that the value doesn't need to change, making the shader faster than if it were a material property for example. Parameter | Description -----------|----------------------- Value | The constant value. Precision | The [type of variable](+https://docs.unity3d.com/Manual/SL-DataTypesAndPrecision.html) to use.
Generally useful for optimization with mobile GPUs. -------------------------------------------------------------------------------------------------------------------------------- ### Material Property / ... Will add a material property, i.e. a value that you will be able to modify in the [material inspector](+https://docs.unity3d.com/Manual/Materials.html). These are common parameters for all Material Property implementations: Parameter | Description -------------------|---------------------------------------------------------------------- Label | The name of the material property as it will appear in the inspector. Variable | The name of the variable for this property in the shader code. This is the name to use if you want to change the material property with a script, using [`material.SetFloat,SetVector,SetTexture,...`](+https://docs.unity3d.com/ScriptReference/Material.html) Property Drawers | Add any [material property drawer](+https://docs.unity3d.com/ScriptReference/MaterialPropertyDrawer.html) here. Note that the Shader Generator will already add its own for the user interface in the inspector (headers, separators, etc.). GPU Instanced | Allow this material property to be per-instance when using [GPU instancing](+https://docs.unity3d.com/Manual/GPUInstancing.html). This will declare the variable in the `UNITY_INSTANCING_BUFFER_START()` constant buffer. #### Material Property / Float A single float property, that can be used for any kind of shader property type. Parameter | Description -----------|----------------------------------------------------------------------- Default | The default value when the shader is first assigned to a new material. #### Material Property / Range A single float property, displayed as a slider with min/max values. Parameter | Description -----------|----------------------------------------------------------------------- Min | The minimum value for the range. Max | The maximum value for the range. Default | The default value when the shader is first assigned to a new material. #### Material Property / Vector A Vector4 property (`float4` in shader terms). You are not forced to use _all_ of its channels though. Parameter | Description -----------|----------------------------------------------------------------------- Default | The default value when the shader is first assigned to a new material. Swizzle | How/which channels of the vector are used for the shader property. #### Material Property / Color A Color property. Parameter | Description -----------|----------------------------------------------------------------------- Default | The default value when the shader is first assigned to a new material. HDR Color | Allows the color to go over the [0-1] range. Swizzle | How/which channels of the color are used for the shader property. #### Material Property / Texture A Texture property. Parameter | Description -----------------------|------------------------------------------------------------------------ Default | The default value when the shader is first assigned to a new material. Swizzle | How/which channels of the color are used for the shader property. UV | Which UV channel to use from the model, or ?[screen space UV]((Screen Space UV are a special type of UV coordinates that will align the texture to the screen instead of using the model's UV channels.)). └─ Vertex SSUV | _With Screen Space UV enabled_: calculate the screen space UV in the vertex shader. Faster, but can appear distorted. └─ Obj Offset SSUV | _With Screen Space UV enabled_: offset the UV with the object's position, to prevent the texture from "sliding" through the object (also called "shower door" effect). Tiling/Offset | Enable tiling/offset values for this texture. └─ Global | Makes the tiling/offset values global for the selected UV channel.
This also means that the tiling/offset values will be calculated in the vertex shader, rather than in the fragment shader. └─ Variable | Which variable to use for the tiling/offset values.
Change it if you want this texture to inherit from the tiling/offset values of **another texture implementation**. └─ Scale by Texel Size | Scale the texture tiling according to the texel size (i.e. the texture resolution in pixels).
Mostly useful when you use screen space UV and want the pixels of the texture to exactly match the pixels on the screen. UV Animation | Enable different kinds of UV animations: └─ Scrolling | Basic scrolling across the U and V axis. Can be **Global** or linked to another shader property **Variable**, just like the tiling/offset values. └─ Random Offset | Will apply a random offset on the UV, with a material property to define the speed.
Originally designed for the sketch effect, to make the sketch texture move randomly.
Can be **Global** to the selected UV channel. No Tile | Apply a special algorithm to prevent texture repetition.
It's a bit slower: the texture will be sampled twice, and a small cache-friendly noise texture will be sampled once.
Based on [an algorithm from Inigo Quilez](+http://www.iquilezles.org/www/articles/texturerepetition/texturerepetition.htm) (Technique 3, MIT License). ###### No Tile Details The texture needs to have some randomness to it for the effect to work nicely: ![Regular texture tiling](images/texture_notile_rocks_off.png) ![With "No Tile" enabled](images/texture_notile_rocks_on.png) A texture with a regular pattern won't work so well: ![ ](images/texture_notile_checker_off.png) ![ ](images/texture_notile_checker_on.png) -------------------------------------------------------------------------------------------------------------------------------- ### Vertex Color Returns the vertex color of the model. You could use the color directly, or use one of the RGBA channels as a cheap mask for any shader property. Parameter | Description -----------|-------------------------------------------------- Swizzle | Which channel(s) to fetch from the vertex colors. -------------------------------------------------------------------------------------------------------------------------------- ### Other Shader Property Use the value of *another shader property* for this property. Depending on the type, you can also select the swizzle, i.e. only use specific channels of the other property. Some properties might be unavailable: in this case, the reason is stated between parenthesis at the end of the other property's name. For example, you can't reference `Fragment` properties in a `Vertex` property, or you can't have cyclic references (two properties referencing each other). Parameter | Description -----------|---------------------------------------------------------- Swizzle | Which channel(s) to fetch from the other shader property. -------------------------------------------------------------------------------------------------------------------------------- ### Custom Material Property Use a property that you have defined in the *Custom Material Properties* section. This allows you to easily reuse the same custom properties for multiple shader properties. -------------------------------------------------------------------------------------------------------------------------------- ### Special / HSV HSV is a *hue, saturation, value* modifier that is applied to the current state of a `color` property. The relevant material properties will be automatically created. Parameter | Description -----------|------------ HSV Mode | Hue | In *Colorize* mode, enable the *hue* material property. Saturation | In *Colorize* mode, enable the *saturation* material property. Value | In *Colorize* mode, enable the *value* material property. -------------------------------------------------------------------------------------------------------------------------------- ### Special / Custom Code Custom Code allows you to add any kind of shader code to the property. It is suggested to use this when you need to add small modifications, rather than modifying the resulting shader, in case you want to update that shader later with different features or options (in which case you'd lose all manual modifications in the .shader file). The code is inserted right after the previous implementation, if any, and *doesn't have any blending operator* : it's up to you to determine how the code will interact with the previous property. Parameter | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Prepend Type | Enable prepended code, i.e. arbitrary code that will be inserted before sampling this Shader Property. This allows more complex code to be inserted in custom shaders. └─ Embedded | Write the prepended code directly in the provided text input.     └─ Prepend Code | The self-contained code written directly here. You can use the *`{n}` notation* to reference other implementations. └─ External File | Link an external .cginc or .hlslinc file that will provided the prepended code. You can use the *`{n}` notation* to reference other implementations.
See [below](#shaderproperties/implementationsreference/special/customcode/prependedcode:externalfile) for more information.     └─ Block Name | The name of the block snippet, as defined by the special comments in the linked file.
Available names will be automatically parsed from the file.     └─ variable (type) | When custom variables are defined in the block, they will appear here and you can enter the text, optionally using the *`{n}` notation*. Code | The custom shader code to insert for the Shader Property #### Prepended Code One of the challenges with the Shader Generator is that sometimes you want to *manually modify the output shader file*, but if you go back and update that shader with the Shader Generator to enable new features, then any handwritten code would be *overwritten and lost*. The *Custom Code* implementation and its *Prepend Code* options aim at fixing this shortcoming: you can write your custom code directly in the Shader Generator, so that it is never lost whenever you update the shader later on. Prepended Code is inserted just before sampling the Shader Property, so you can do any calculation (possibly using previous properties/variables) and then use the result in the Shader Property through the `code` parameter. #### Prepended Code: Embedded Embedded prepend code is directly written in the Shader Generator UI. You can use the *`{n}` notation* to reference other implementations, e.g. to easily change some variables of your custom code (make them a constant or a material property for example). #### Prepended Code: External File The external file prepend code allows you to link a *.cginc* or *.hlslinc* file, and extract snippets from it using a specific comment syntax. The advantages over the embedded code are: - reuse snippets of code across multiple shaders - use your shader IDE with all the editing advantages like syntax highlighting - easier to change the code later on (but still requires the shader to be updated with the Shader Generator)
External File Syntax
Use special comments prefixed with *`//#`* to define the properties of a prepended block. Mouse your move on the keywords to see their meaning.
//#
BLOCK_NAME
Defines a new block, named `BLOCK_NAME`.
:
//#
type
Declares a new variable used by that block.
Type can be `float`, `float2`, `float3`, `float4`
In the Shader Generator, you will be able to write your own value, or use the *`{n}` notation* to reference other implementations (e.g. a material property)
variable_name
The name of the variable, as used in the code block.
default_value
The default value for this variable, can be any text (e.g. `1.5`, `float3(1,2,3)` or `sin(_Time.y * 4) + 1`)

//# !
Defines a comment that will show in the Shader Generator UI. Can be useful to hint at the output variable name for example.
Comment to show in the UI
float _output_ = sin(variable_name) * 4;
///
Comments in the code with three `///` will be excluded in the final generated shader.
Comment that is exclusive to the prepend file
// Comment that will be included in the shader
//# NEW_BLOCK:
A new block or the end of the file will define the end of the previous block.

...
`_variableName_` notation If your code block is meant to be used multiple times in the same shader, using fixed variable names will prevent the shader from compiling because of duplicated variable declaration. For those cases, you can use the `_variableName_` notation and the Shader Generator will automatically replace them with unique names in the code to avoid those compilation errors. For example, this code in the prepend file: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ shader float4 _myCustomColor_ = float4(1.0, 0.5, 1.0, 1.0); output.Albedo = lerp(_myCustomColor_.rgb, output.Albedo, (_Time.z + 1) / 2.0); ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ will become like this in the final shader: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ shader float4 myCustomColor_100 = float4(1.0, 0.5, 1.0, 1.0); output.Albedo = lerp(myCustomColor_100.rgb, output.Albedo, (_Time.z + 1) / 2.0); ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ !!! INFO Variables declared in the special comments using `//# type variable_name defaultValue` will automatically be parsed to have a unique name in the output code. There is no need to add the `_name_` notation there. #### `{n}` Notation You can reference other implementations of the Shader Property for both *Custom Code* and *Prepend Code*. This allows you to have easily modifiable parameters within your custom code, that you can change to any other implementation later on (e.g. a constant, a float material property, or sampling a texture). Referenced implementations will be prefixed by `CC` in the UI (meaning `Custom Code`), and will be excluded from the automatic calculation of the Shader Property. It is up to you to write the swizzle (e.g. `.rgb`) in your custom code. -------------------------------------------------------------------------------------------------------------------------------- ### Special / ... Some special implementations provide you with specific values calculated at different points in the shader code. As such, their availability depend on the context of the Shader Property. For example, the ?[N·L]((Dot product between the model's normals and light direction.
This is the basis for direct lighting shading, giving a value of 1 when a triangle is directly facing the light, and 0 when it points away from the light. Also called Lambert shading.)) value will be available for properties that are used after its calculation, but unavailable for properties that are used before. #### Special Implementations Reference Special Implementation | Description | Available in the template(s) | Screenshot ----------------------------------- |------------------------------------------------------------------------------------------------------------------------|-------------------------------------|--------------- ***N·L*** | The N.L raw value, i.e. how much is the pixel facing the light direction. | ((Default)) ((LWRP/URP)) | ![](images/_special_impl_ndl.png) ***N·L Ramp
(Black and White)*** | The N.L value with the shading ramp applied (without highlight/shadow colors). | ((Default)) ((LWRP/URP)) | ![](images/_special_impl_ndl_ramp.png) ***N·V*** | Dot product between the view direction and the surface normal. This is the basis used to calculate [rim lighting](#featuresreference/lighting/rimeffects). | ((Default)) ((LWRP/URP)) | ![](images/_special_impl_ndv.png) ***VFACE*** | The `VFACE` shader semantic, which will return whether the current triangle is facing the view (returns 1) or away from the view (returns -1).
Mostly useful when used in combination with culling off (to view both front- and back-face triangles) in the [[Shader States]]. | ((Default)) ((LWRP/URP)) | !!! INFO Some special implementations are not referenced here, as their description is self-explanatory (e.g. Light Color). Features Reference ================== The Features Reference is not complete yet, but eventually you will find the description and screenshots here for them. In the meantime you can refer to the [old documentation](+https://www.jeanmoreno.com/unity/toonycolorspro/Documentation/#shader_generator) for screenshots, and you also have tooltips for most of the features in the Shader Generator 2 window directly in Unity. !!! INFO Some features have a 'Make Optional' option: this will make the feature an option in the shader, with a checkbox to enable/disable it. Internally it will translate that to a shader keyword using the `#pragma shader_feature` directive. See [Unity documentation on shader program variants](+https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html) to know more. ## Lighting -------------------------------------------------------------------------------------------------------------------------------- ### Ramp Style ((Default)) ((LWRP/URP)) The ramp style determines how the soft ?[N·L]((Dot product between the model's normals and light direction.
This is the basis for direct lighting shading, giving a value of 1 when a triangle is directly facing the light, and 0 when it points away from the light. Also called Lambert shading.)) value will be converted into a "stylized" look. Parameter | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Slider Ramp | The material will have two values, ramp threshold and ramp smoothness, to define the position and softness of the ?[terminator]((The terminator is the line at the edge of light and shadow in direct lighting:
)) line. RGB Slider Ramp | Same as slider ramp, but separating the threshold and smoothness values for the red, blue, green channels.
This allows you to define a colored ?[terminator]((The terminator is the line at the edge of light and shadow in direct lighting:
)), e.g. to simulate subsurface scattering (for skin, cloths, ...). Texture Ramp | Use a texture to define the ramp look. Some ramps are included in TCP2, and you can use the [Ramp Generator](+documentation.html#tools/rampgenerator) to easily create your own. Texture Ramp
└ Offset/Size | Add offset/size controls for the ramp texture, similar to the threshold/smoothness sliders. Texture Ramp
└ 2D Texture | Use a 2D ramp texture instead of a 1D texture. You can control how to sample the V texture axis with the `2D Ramp Lerp` value in the [[Shader Properties]]. Crisp Ramp | Same as Sliders Ramp, but with a smoothness value of 0. This version is faster than manually setting the smoothness to 0, because it uses the `step()` function rather than `smoothstep()`. Crisp Ramp
(Anti-aliased) | Anti-aliased version of the crisp ramp.
Note that this is different than setting a low smoothness with Slider Ramp value because it's screen-space based, and hence ensures that the line is always a few pixels wide (whereas using a low smoothness value will show width inconsistencies depending on the model polygons).
See the `Ramp Crisp Smoothing` property in the [[Shader Properties]] to define the anti-aliasing smoothness. Bands | Show visually distinct bands throughout the shading. The bands count and the smoothing between each band can be adjusted. Bands Crisp | Same as Bands, but having crisp lines between each band rather than a smoothing parameter. Bands Crisp
(Anti-aliased) | Anti-aliased version of the bands crisp ramp.
See the `Ramp Crisp Smoothing` property in the [[Shader Properties]] to define the anti-aliasing smoothness. No Ramp | Effectively disable ramp shading, and use the raw N·L value. Unlit | Disable shading for the main light. Additional lights will still be taken into account, but you can disable them in the [Options](#featuresreference/options). ![Slider Ramp Varying smoothness  ](images/desktop_ramp_smoothness.webm) ![Slider Ramp Varying threshold  ](images/desktop_ramp_threshold.webm) ![Slider Ramp Threshold 0.5 Smoothness 0.1](images/ramp_style_sliders_1.png) ![Slider Ramp Threshold 0.6 Smoothness 0.7](images/ramp_style_sliders_2.png) ![RGB Slider Ramp with blue threshold value    ](images/ramp_style_rgb_sliders_1.png) ![RGB Slider Ramp with red threshold value to simulate skin subsurface](images/ramp_style_rgb_sliders_skin.png) ![Same example with regular Slider Ramp, notice how the terminator looks duller  ](images/ramp_style_rgb_sliders_skin_off.png) ![Texture Ramp](images/ramp_style_texture_1.png) ![Texture Ramp](images/ramp_style_texture_2.png) ![Crisp Ramp](images/ramp_style_crisp.png) ![Crisp Ramp (anti-aliased)](images/ramp_style_crisp_aa.png) ![Bands Ramp](images/ramp_style_bands.png) ![Bands Crisp Ramp](images/ramp_style_bands_crisp.png) ![Bands Crisp Ramp (anti-aliased)](images/ramp_style_bands_crisp_aa.png) ![No Ramp](images/ramp_style_noramp.png) -------------------------------------------------------------------------------------------------------------------------------- ### Ramp Control ((Default)) ((LWRP/URP)) Define ramp shading properties to be global, for the main vs other lights, or for each light type (((Default)) template only). This could allow you to have a solid ramp for the main directional light, but make all other lights smooth. ![Global All lights use the same threshold/smoothness values](images/ramp_control_global.png) ![Main + Other Lights Crisp main light Smooth point lights](images/ramp_control_main_other.png) ![Main + Other Lights Varying smoothnesses  ](images/desktop_ramp_mixed.webm) -------------------------------------------------------------------------------------------------------------------------------- ### Shadow Color Shading ((LWRP/URP)) Defines how the shadow color is applied to the material. This setting will affect the final rendering a lot, especially when multiple lights are used. The Main Light setting will give the same results as the built-in rendering pipeline. Parameter | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Clamp Light Intensities | Ensure that the color received by all lights or additional lights never exceed a value (1 by default). In the following examples, a **main directional light** is used along with **two point lights** (a blue and a white one); the material is using a **red shadow color**. - The "**All Lights**" option ensures that the shadow color is not visible wherever the model is lit - The "**All Lights Clamped**" option ensures that the amount of light received from all lights never exceeds 1 - The "**Main Light**" option will apply the shadow color to the shadowed areas of the main directional light, and will then add the point lights on top of that result (notice that the point lights illuminate the red shadowed areas) ![All Lights](images/urp_shadow_color_shading_all.png) ![All Lights Clamped](images/urp_shadow_color_shading_all_clamp.png) ![Main Directional Light](images/urp_shadow_color_shading_main_light.png) !!! INFO When using the *All Lights* option and when no light is active, by default the material will show the Shadow Color. If you want the material to be black (or just show ambient), then you can add a "Special/Light Color" implementation on top of the Shadow Color in the [[Shader Properties]] tab: ![](images/shadow_color_shading_tip.png) -------------------------------------------------------------------------------------------------------------------------------- ### Shadow Color Mode ((Default)) ((LWRP/URP)) How the shadow color is blended on the model: either multiplied on top of the albedo color, or it replaces the albedo color entirely (and thus hides any texture detail). ![Shadow Color Mode: Multiply](images/shadow_color_mode_mult.png) ![Shadow Color Mode: Replace](images/shadow_color_mode_replace.png) -------------------------------------------------------------------------------------------------------------------------------- ### Shadow HSV ((Default)) Generate hue, saturation, value controls for the shadowed parts of the material. This means that you can add color variations for shadowed parts of the model, instead of just having a single shadow color multiplied. ![Shadow HSV: the hue of the texture gets redder in the shadows](images/shadow_hsv.png) !!! WARNING This will change the HSV values of the *albedo* color in the shadowed areas, *not the shadow color itself*. If you want to change the HSV values of the shadow color, you can easily do that by adding a [[Special / HSV]] implementation to the *Shadow Color* property of the [[Shader Properties]]. -------------------------------------------------------------------------------------------------------------------------------- ### Specular ((Default)) ((LWRP/URP)) Enable specular on the material. Specular | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Blinn-Phong | Fast and non-physically-based specular, with color and smoothness controls. The specular falloff is very soft. PBR Blinn-Phong | Physically-based version, where the intensity will decrease as the smoothness increase. GGX | More accurate physically-based version, with a specular falloff closer to real life materials.
This is the most popular specular algorithm used in real-time PBR rendering. Anisotropic | Anisotropic specular based on the [Ward algorithm](+https://en.wikipedia.org/wiki/Specular_highlight#Ward_anisotropic_distribution). Needs the mesh tangents to work properly. Hair Anisotropic | A different anisotropic model made for hair. It will calculate two specular terms, one for high-frequency details (the white wobbly line in the example), and one for low-frequency details (a broader specular term). Both terms are easily modifiable (color, strength, shift). Needs the mesh tangents to work properly. └─ Anisotropic Specular Basis | Defines which vector to use as a basis for the anisotropic specular terms calculation. ![Specular: Blinn-Phong](images/specular_blinnphong.png) ![Specular: PBR Blinn-Phong](images/specular_blinnphong_pbr.png) ![Specular: GGX](images/specular_ggx.png) ![Specular: Anisotropic](images/specular_aniso.png) ![Specular: Hair Anisotropic](images/specular_aniso_hair.png) Stylized Specular | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Cartoon | Add size and smoothness controls to the specular area, allowing to define a crisper specular shape. Bands | Similar to the cartoon one, with multiple levels, all with a crisp shape. ![Stylized Specular: Cartoon](images/specular_stylized_cartoon.png) ![Stylized Specular: Bands](images/specular_stylized_bands.png) ![Stylized Specular: Texture Ramp](images/specular_stylized_ramp.png) When using **Hair Anisotropic**, the **Anisotropic Specular Basis** option defines which vector to use as a basis for the specular term calculation. Use the one that gives the best results for your hair mesh. ![Hair Anisotropic using bitangent](images/specular_aniso_hair.png) ![Hair Anisotropic using tangent](images/specular_aniso_hair_tangent.png) -------------------------------------------------------------------------------------------------------------------------------- ### Emission ((Default)) ((LWRP/URP)) Enables an emissive color on the shader. By default this will be a simple Color property, but you can change or expand it using the [[Shader Properties]] tab to use a Texture instead, or a Texture mask multiplied by a Color for examples. ![Yellow emission color  ](images/emission_color.png) ![Yellow emission color with a texture mask](images/emission_texture.png) ![Emission with a fixed mask and a scrolling mask on top](images/emission_texture_scroll.webm) -------------------------------------------------------------------------------------------------------------------------------- ### Rim Effects ((Default)) ((LWRP/URP)) Enables fake rim light-like effects, i.e. light coming from behind the mesh. Technically this is calculated based on the view direction and the surface normal: faces pointing away from the view receive more 'light', while the ones facing the view directly receive no 'light' at all. Parameter | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Rim Lighting | Adds the rim color, making it appear as an additional light (i.e. black color is thus transparent). Rim Outline | Linearly blends the rim color, making it appear as a solid color overlay (i.e. black color is fully visible and entirely black). Vertex Rim | Calculate the rim factor in the vertex shader, which is faster but can cause visual artifacts on meshes with few vertices. Directional Rim | Adds control for the directionality of the rim effect, i.e. make it always come from the left no matter the view angle. └─ Perspective Correction | Try to compensate the perspective distortion that appears when meshes are near the screen edges when using directional rim. Light-based Mask | Mask the rim lighting based on the lights: the rim effect will only appear on highlighted parts of the mesh. ![Strong white rim lighting Min `0.5`, Max: `1.0`](images/rim_lighting_1.png) ![Black rim outline Min: `0.5`, Max: `1.0`](images/rim_outline_1.png) ![Soft and subtle rim lighting Min: `0.0`, Max: `2.0`](images/rim_lighting_2.png) ![Crisp rim outline Min: `0.7`, Max: `0.72`](images/rim_outline_2.png) ![Light-based Mask using the light color as the rim color with the [[Shader Properties]]](images/rim_lighting_lightmask.png) ![Inverted rim lighting Min: `0.5`, Max: `-0.25`](images/rim_lighting_3.png) !!! INFO You can use the rim basis as a mask for any other property using the [N·V special implementation](#shaderproperties/implementationsreference/special/.../specialimplementationsreference) in the [[Shader Properties]] tab. You can create interesting effects this way, for example having only the edges of your mesh transparent by setting the Alpha to N·V and using alpha blending: ![](images/rim_alpha_.png) -------------------------------------------------------------------------------------------------------------------------------- ### Subsurface Scattering ((Default)) ((LWRP/URP)) A fast Subsurface Scattering technique based on the [work by Colin Barré-Brisbois and Marc Bouchard](https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/). It will simulate translucency and lights behind objects will illuminate them. For a more convincing effect, you can use a thickness map (change the **Thickness** [Shader Property](#shaderproperties) to [[Material Property / Texture]] to be able to add one in the material). You can easily compute a thickness map by baking an ambient occlusion map to the mesh with inverted normals, and then inverting the resulting color. ![Moving point light behind the mesh](images/cat_subsurface.webm) ![Same with different values in the material](images/cat_subsurface_2.webm) !!! INFO The **Screen-Space Factor** option is very useful for vegetation: it will make the subsurface effect more visible as the light direction points towards the view, e.g. when the sun is looking directly at the camera. -------------------------------------------------------------------------------------------------------------------------------- ### MatCap ((Default)) ((LWRP/URP)) MatCap uses a single 2D texture to define a view-dependent shading model. It can be a cheap way to add fake reflections on a model, particularly for less powerful devices like low-end mobile, or if you need a certain kind of stylization. ![MatCap multilpied with Albedo](images/matcap_cat_1.png) ![MatCap texture only](images/matcap_cat_2.png) ![The MatCap texture used](images/matcap_tex.png) -------------------------------------------------------------------------------------------------------------------------------- ### Ambient Lighting / Indirect Diffuse ((Default)) ((LWRP/URP)) Parameter | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Disable Ambient Lighting | Entirely disable ambient lighting provided by the rendering pipeline (as defined in the [Lighting Settings](+https://docs.unity3d.com/Manual/GlobalIllumination.html)). Cubemap Ambient | Provide a cubemap property that will define the ambient colors. Usually used with a blurred cubemap derived from a skybox Directional Ambient | Provide 6 colors property to define the ambient lighting coming from all axis (+X , -X, +Y, -Y, +Z, -Z).
Can be in world or view space. Occlusion | Enable the Occlusion Shader Property to block ambient lighting.
It is set to the Albedo alpha channel by default, but you can change that in the [[Shader Properties]] tab. ## Surface -------------------------------------------------------------------------------------------------------------------------------- ### Normal/Bump Map ((Default)) ((LWRP/URP)) Enable tangent space normal mapping. Parameter | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Bump Scale | Adds a value in the material to control the normal map strength. Parallax/Height Map | Performs parallax mapping on the UVs according to a height map, that is offseting the UVs based on the view and the normal direction to emphasize the normal mapping. ![Normal mapping](images/normal_map.png) ![With specular and rim lighting](images/normal_map_specular.png) -------------------------------------------------------------------------------------------------------------------------------- ### Texture Splatting/Blending ((Default)) ((LWRP/URP)) Blend multiple textures based on a source map (using a texture, vertex colors, or any other source data). It can blend up to 5 different textures: one for each R,G,B,A channel of the map texture, plus one for the black color. To change the source map data, go to the [[Shader Properties]] and look for the **Texture Blending / Blending Source** property (e.g. you can replace it with **Vertex Color**). Parameter | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Blend Method | Defines how to blend the textures based on the blending source data. The height method expects the additional textures to have an alpha channel defining their height. Enhance Blend Contrast | Adds a Vector4 property to the material to allow fine-tuning the contrast of each color of the source map. Texture 0-4 | Toggles the number of textures to blend, and the color channel they are mapped to. Normal Map Blending | Adds a normal map for each additional texture (will enable the [Normal Map](#featuresreference/surface/normal/bumpmap) feature). ![Texture Blending Example](images/texture_blending_1.png) ![Source texture visualization](images/texture_blending_source.png) ![Texture Blending with Normal Maps](images/texture_blending_normal.png) -------------------------------------------------------------------------------------------------------------------------------- ### Triplanar Mapping ((Default)) ((LWRP/URP)) Blend multiple textures using procedural triplanar UVs: each texture will be projected along a world normal (X, Y, Z) and blended onto the model. This technique is generally used to easily texture terrains without needing any UV on the mesh. Parameter | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- UV Space | Whether to use object or world space normal to calculate the UVs. Surface Texture | How many textures to use for the surface (the XZ plane), either a single one or two (e.g. ground & ceiling). └─ Ceiling Mode | How to map the second surface texture: either using the negative Y normal (surface pointing down), or using a threshold value. Walls Texture | How many textures to use for the walls, one or two (one for each X and Z axis). Height Blending (Alpha) | Whether to use the textures' alpha channel to perform height-based blending (as in the [Texture Splatting/Blending](#featuresreference/surface/texturesplatting/blending) feature). Triplanar Normal Maps | Adds a normal map for each triplanar texture (using Witheout method for normal blending). ![Triplanar Mapping using Min/Max Threshold ceiling mode](images/triplanar.png) ![Triplanar Mapping with normal map](images/triplanar_normal.png) ![Triplanar Mapping with [Texture Blending](#featuresreference/surface/texturesplatting/blending)](images/triplanar_texture_blending.png) -------------------------------------------------------------------------------------------------------------------------------- ## Stylization -------------------------------------------------------------------------------------------------------------------------------- ### Stylized Threshold ((Default)) ((LWRP/URP)) Use a texture to modulate the ?[N·L]((Dot product between the model's normals and light direction.
This is the basis for direct lighting shading, giving a value of 1 when a triangle is directly facing the light, and 0 when it points away from the light. Also called Lambert shading.)) value and thus how the lighting ?[terminator]((The terminator is the line at the edge of light and shadow in direct lighting:
)) looks. The texture works like so: - values over 0.5 will add to the value - values under 0.5 will subtract from the value - value of 0.5 (mid gray) won't do anything ![Stylized Threshold disabled Smoothing = 0.2](images/stylized_threshold_off.png) ![Stylized Threshold enabled  ](images/stylized_threshold_1.png) ![Stylized Threshold enabled with a different texture](images/stylized_threshold_2.png) -------------------------------------------------------------------------------------------------------------------------------- ### Diffuse Tint ((Default)) ((LWRP/URP)) Adds a smooth tint to the model, based on the non-ramped diffuse term. Can be used to add subtle color fringing in the transition between highlights and shadows for example. Since it's additive, values towards black will tend to decrease the effect's intensity. ![Diffuse Tint disabled  ](images/diffuse_tint_off.png) ![Diffuse Tint with an orange color](images/diffuse_tint_on.png) -------------------------------------------------------------------------------------------------------------------------------- ### Sketch ((Default)) ((LWRP/URP)) Adds a texture overlay on the unlit parts of the material, to simulate a pencil sketch effect for the shadowed areas. By default, the texture is in *screen-space* and its *offset is randomly animated*, but those properties can be changed in the [[Shader Properties]] tab. You can also change the *Sketch Color* in the [[Shader Properties]]: it is a constant black by default, but you can make it a [[Material Property / Color]] to be able to change it in the material. ![Sketch Overlay  ](images/sketch_overlay.png) ![Sketch Overlay affecting ambient](images/sketch_overlay_ambient.png) ![Sketch Threshold  ](images/sketch_threshold.png) ![Sketch Threshold affecting ambient](images/sketch_threshold_ambient.png) ![Sketch Threshold with a half-tone texture](images/sketch_threshold_halftone.png) !!! INFO If using the **Sketch Threshold** effect, I recommend changing those settings in the [[Shader Properties]]: ![](images/sketch_threshold_shaderprops.png) Make sure that **Scale by Texel Size** is **enabled**, and optionally set **UV Animation** to **off**. -------------------------------------------------------------------------------------------------------------------------------- ### Shadow Line ((Default)) ((LWRP/URP)) Generates a line at the intersection of the highlight and shadowed part. Can be useful to simulate a specific comic-book style for example. ![Black Shadow Line with a bright shadow color](images/shadow_line.png) ![Shadow Line on a character](images/shadow_line_cat.png) ![Shadow Line used with [Sketch Overlay](#featuresreference/stylization/sketch)](images/shadow_line_cat_sketch.png) -------------------------------------------------------------------------------------------------------------------------------- ### Outline ((Default)) ((LWRP/URP)) Documentation not available yet. !!! INFO If using the *URP template*, please read the paragraph regarding additional passes in URP: [[Outline and Silhouette passes in URP]] -------------------------------------------------------------------------------------------------------------------------------- ## Special Effects -------------------------------------------------------------------------------------------------------------------------------- ### Silhouette Pass ((Default)) ((LWRP/URP)) Documentation not available yet. !!! INFO If using the *URP template*, please read the paragraph regarding additional passes in URP: [[Outline and Silhouette passes in URP]] -------------------------------------------------------------------------------------------------------------------------------- ### Wind Animation ((Default)) ((LWRP/URP)) Provides options to add some simple vertex movement to simulate wind. Wind Type | Description ------------------------------|------------------------------------------------------------------------------------------------------------------------------- Sine Wave | Calculate the movement using sine waves. The number of sine waves will define the pseudo-randomness: 1 sine wave will make animation very regular, whereas 6 sine waves will give a pseudo-random look. Look into the [[Shader Properties]] to change the various values related to the sine functions. Scrolling Texture | Use a scrolling texture as the wind influence. By default, the texture will be mapped to the vertex world position on the XZ plane. You would generally use a repeating noise texture as the wind source. The source texture and its scrolling UV calculations can be modified in the [[Shader Properties]]. ![Sine wind animation on grass meshes](images/wind_animation.webm) There are various properties that will control the wind movement in the [[Shader Properties]]. By default, vertex colors are used: - the **red vertex color** will be the wind vertex mask, it will define which vertices are affected or not by the movement - the **green vertex color** will be a per-vertex time offset; it's a good way to simulate organic swaying movement or to add a bit more movement variety to the different parts of the same mesh ![Red vertex color on this grass mesh](images/wind_vertex_colors_red.png) ![Green vertex color on this grass mesh](images/wind_vertex_colors_green.png) !!! INFO Here the red and green vertex colors are very similar, but this is not always the case! -------------------------------------------------------------------------------------------------------------------------------- ### Dissolve Map ((Default)) ((LWRP/URP)) Documentation not available yet. ## Transparency/Blending -------------------------------------------------------------------------------------------------------------------------------- ### Blending / Blend Operation ((Default)) ((LWRP/URP)) Documentation not available yet. -------------------------------------------------------------------------------------------------------------------------------- ### Depth pre-pass ((Default)) Documentation not available yet. -------------------------------------------------------------------------------------------------------------------------------- ### Alpha Testing ((Default)) ((LWRP/URP)) Documentation not available yet. -------------------------------------------------------------------------------------------------------------------------------- ## Shader States Enable these options to control various fixed shader states. State | Description -------------------------------------|--------------------------------- Face Culling (double-sided) | Controls front and back faces culling in the GPU. By default, back faces are hidden.
Set the value to `Off` to get double-sided rendering. └─ Backface Lighting | Will modify that normals for back faces so that lighting and other effects look accurate. Depth Write | Controls writing to the depth buffer. Depth Test | Controls test against the depth buffer. This is how the GPU determines whether a face has to be rendered or not, based on its depth compared to the currently existing depth. Stencil | Enable stencil [[shader properties]] to customize the [stencil state](+https://docs.unity3d.com/Manual/SL-Stencil.html). Shader Target | Define to which shader model version the shader should compile to.
Increase that number if you get compile errors such as `Not enough instructions/interpolators...`, if your platform supports it. -------------------------------------------------------------------------------------------------------------------------------- ## Options Various options related to Unity's rendering pipelines. These usually translate to [surface shader optional parameters](+https://docs.unity3d.com/Manual/SL-SurfaceShaders.html) for the ((Default)) template. -------------------------------------------------------------------------------------------------------------------------------- ## Third-Party Plugins Add support to your shader for third-party packages from the Unity Asset Store. - [VertExmotion](+http://www.kalagaan.com/#vertexmotion) - [Curved World](+https://assetstore.unity.com/packages/vfx/shaders/curved-world-26165) !!! INFO When using either plugin with the **Built-in render pipeline**, make sure to also enable **Add Shadow/Depth Pass** in the **OPTIONS** for the shadow maps to work properly! Shader Properties Tutorials =========================== These tutorials can help you understand the process and possibilities of modifying [[Shader Properties]] to customize your generated shader. For clarity they are regrouped in an external page: [Shader Generator 2 Tutorials](+tutorials). Tutorials list: Quick tips: - [Add UV Scrolling to a Texture]("tutorials.html#adduvscrollingtoatexture") - [Use Non-Repeating Tiling]("tutorials.html#usenon-repeatingtiling") - [Add Hue/Saturation/Value control to any color]("tutorials.html#addhue/saturation/valuecontroltoanycolor") Step-by-step: - [Use Vertex Colors as Albedo]("tutorials.html#usevertexcolorsasalbedo") - [Add a detail texture (simple)]("tutorials.html#addadetailtexture(simple)") - [Add a detail texture (advanced)]("tutorials.html#addadetailtexture(advanced)") - [Create a hologram shader]("tutorials.html#createahologramshader") Contact ======= If you have questions, bug reports or suggestions please contact me by email at: jean.moreno.public+unity@gmail.com