Shader Parameters

Main

  • Albedo: Albedo (RGB) and Transparency (A).

  • Alpha Clip Threshold: Threshold for alpha cutoff.

  • Indirect Light Strength: Indirect light scale factor.

  • Normal Map, Occlusion Map, Emission Map: Textures function similarly to the standard shader.

  • Tiling & Offset: Tiling and Offset for all textures.

Toon Shading

  • Step Offset: Shift of the boundary between light and shadow.

  • Shadow Color: Color of the shadows and black area of the object. To make shadows less visible, make the color more bright.

  • Use Shadows: Enable or disable receiving shadows.

Additional Lights

  • Additional Lights Size: Scale factor of the range of lights in the scene.

  • Additional Lights Falloff: Hardness of the light's edges.

Specular Shading

  • Specular Map: Texture that is multiplied by the Smoothness value. Unlike in the Unity standard shader, this map acts as a smoothness mask that can change the colors of the specular highlights. The Smoothness value affects the environment reflections and the size and intensity of the highlights.

  • Smoothness: affects the environment reflections and the size and intensity of the highlights.

Smoothness values of 0 will result in invisible reflections and large highlights, while a value of 1 will produce fully reflective objects with small, intense highlights.

Specular Highlights

  • Main Specular Size: Size-scaling factor for the directional light's specular highlight.

  • Main Light Intensity: The intensity multiplier for the specular highlight of the directional light.

  • Additional Lights Specular Size: Size-scaling factor for the additional lights specular highlight.

  • Additional Lights Light Intensity: The intensity multiplier for the specular highlight of the additional light.

Environment Reflections

  • Strength: Based on the smoothness parameter, the intensity of the environment's reflections ranges from 0 (no effect) to 1 (full reflections).

Outline

  • Thickness: Specify the thickness of the outline.

  • Adaptive Thickness: How much distance from the camera affects thickness.

  • Outline Type: Position - outlines based on the vertical distance from the middle; Normal - based on mesh normals; UVBaked - outlines based on smooth normals baked into the UV3 channel of the mesh, use when dealing with flat-shaded models.

  • Outline Color: Color of the outlines; increase the intensity and add bloom post-process to create a glow effect.

  • Texture Strength: How much texture affects outline colors. When set to 1, the texture of the object will be multiplied by the color.

Rim Light

  • Rim Color: Color of the fresnel effect.

  • Rim Power: Power of the fresnel effect; increase to reduce the amount of rim.

  • Rim Smoothness: How smooth the fresnel effect is; 0 means clear edge.

  • Rim Thickness: Scale factor to further adapt thickness.

  • Rim Split Color: Choose between NoSplit, Multiply with diffuse, which multiplies rim color with the diffuse shade, or Use the second color to specify rim color in dark areas of the object.

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