Indicates that the material and its instances can be used with clothing This will result in the shaders required to support clothing being compiled which will increase shader compile time and memory usage. Indicates that the material and its instances can be used with beam trails This will result in the shaders required to support beam trails being compiled which will increase shader compile time and memory usage. This is a special usage flag that allows a material to be assignable to any primitive type. Use alpha to coverage for masked material on mobile, make sure MSAA is enabled as well. Whether the material takes a tangent space normal or a world space normal as input. When true, translucent materials will output motion vectors and write to depth buffer in velocity pass. Reduce roughness based on screen space normal changes. Use the high quality brdf functions on mobile to get better visual effects but adds GPU cost. If multiple nodes with the same type are inserted at the same point, this defined order and if they get combined, only used if domain is PostProcessĭetermines how the material's color is blended with background colors. If this is enabled, the blendable will output alpha Where the node is inserted in the (post processing) graph, only used if domain is PostProcess Unlit and Opaque materials can be used as sky material on a sky dome mesh. True if Material is the preview material used in the material editor. True if this is a special material used for stats by the material editor. True if Material is the function preview material used in the material instance editor. Whether to generate spherical normals for particles that use this material.Īllows blendability to be turned off, only used if domain is PostProcess Saves a number of instructions and one sampler. ![]() Selectively execute post process material only for pixels that pass the stencil test against the Custom Depth/Stencil buffer.Įnables blending of sky light cubemap textures.īForwardRenderUsePreintegratedGFForSimpleIBLįorward (including mobile) renderer: use preintegrated GF lut for simple IBL, but will use one more sampler.įorces the material to be completely rough. Indicates that the material should be rendered using responsive anti-aliasing. Indicates that the translucent material should not be affected by bloom or DOF. ![]() Whether to draw on top of opaque pixels even if behind them. When true, translucent materials have fog computed for every pixel, which costs more but fixes artifacts due to low tessellation. When true, the material casts ray tracing shadows. Whether the material should cast shadows as masked even though it has a translucent blend mode. True if this Material can be assumed Opaque when set to masked. Whether to automatically set usage flags based on what the material is applied to in the editor. When true, translucent materials receive cloud contribution as part of the fog evaluation, per vertex or per pixel according to the other selected options. Whether the material should allow outputting negative emissive color values. If true the compilation environment will be changed to remove the global COMPILE_SHADERS_FOR_DEVELOPMENT flag. Allows a translucent material to be used with custom depth writing by compiling additional shaders.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |