The Future of Digital Marketing

I say this in jest because I find using otter.ai such a joy. In this blog post I wanted to talk about the balance of digital. I have just finished a YouTube clip where I rambled for about 15 minutes…

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Layered Lit Shader

The Layered Lit Shader allows you to stack up to four Materials on the same GameObject in the High-Definition Render Pipeline (HDRP). The Materials that it uses for each layer are HDRP Lit Materials. This makes it easy to create realistic and diverse Materials in HDRP. The Main Layer is the undermost layer and can influence upper layers with albedo, normals, and height. HDRP renders Layer 1, Layer 2, and Layer 3 in that order on top of the Main Layer. The Layered Lit Shader is perfect for photogrammetry.

an example of wrapping an asset with multiple layers

To create a new Layered Lit Material, navigate to your Project’s Asset window, right-click in the window and select Create > Material. This adds a new Material to your Unity Project’s Asset folder. Materials use the Lit Shader by default. To make Materials use the Layered Lit Shader:

This will affect how your layers are exposed.

The white lines are where the second layer would come through

Property → Description

Surface Type: Use the drop-down to define whether your Material supports transparency or not. Materials with a Transparent Surface Type are more resource intensive to render than Materials with an Opaque Surface Type. HDRP exposes more properties, depending on the Surface Type you select.

Render Pass: Use the drop-down to set the rendering pass that HDRP processes this Material in.

Double-Sided: Enable the checkbox to make HDRP render both faces of the polygons in your geometry.

Alpha Clipping: Enable the checkbox to make this Material act like a Cutout Shader. Enabling this feature exposes more properties.

Material Type: Allows you to give your Material a type, which allows you to customize it with different settings depending on the Material Type you select. For Layered Lit Materials, you can only use the Subsurface Scattering, Standard, or Translucent Material Type.

Receive Decals: Enable the checkbox to allow HDRP to draw decals on this Material’s surface.

Receive SSR: Enable the checkbox to make HDRP include this Material when it processes the screen space reflection pass.

Geometric Specular AA: Enable the checkbox to tell HDRP to perform geometric anti-aliasing on this Material. This modifies the smoothness values on surfaces of curved geometry in order to remove specular artifacts.

Displacement Mode: Use this drop-down to select the method that HDRP uses to alter the height of the Material’s surface.

Property → Description

Layer Count: Use the slider to set the number of layers this Material uses. You can set up to four layers.

Layer Mask: Assign a Texture to the field to manage the visibility of each layer. If you do not assign a Texture, the Material uses the maximum value for every channel.

Alpha channel for the Main Layer.

Red channel for **Layer 1.

Green channel for **Layer 2.

Blue channel for **Layer 3.

BlendMask UV Mapping: Use the drop-down to select the type of UV mapping that HDRP uses to map the Layer Mask.

Unity manages four UV channels for a vertex: UV0, UV1, UV2, and UV3.

Planar: A planar projection from top to bottom.

Triplanar: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result.

World Scale: Set the world-space size of the Texture in meters. If you set this to 1, then HDRP maps the Texture to 1 meter in world space.If you set this to 2, then HDRP maps the Texture to 0.5 meters in world space.This property only appears when you select Planar or Triplanar from the BlendMask UV Mapping drop-down.

Tiling: Set an X and Y tile rate for the Layer Mask UV. HDRP uses the X and Y values to tile the Texture assigned to the Layer Mask across the Material’s surface, in object space.

Offset: Set an X and Y offset for the Layer Mask UV. HDRP uses the X and Y values to offset the Texture assigned to the Layer Mask from the Material’s surface, in object space.

Vertex Color Mode: Use the drop-down to select the method HDRP uses to combine the Layer Mask to manager layer visibility.
None: Only the Layer Mask affects visibility. HDRP does not combine it with vertex colors.
Multiply: Multiplies the vertex colors from a layer with the corresponding values from the channel in the Layer Mask that represents that layer. The default value for a pixel in the mask is 1. Multiplying the vertex colors of a layer by the Layer Mask reduces the intensity of that layer, unless the value in the Layer Mask is 1.
Add: Remaps vertex color values to between 0 and 1, and then adds them to the corresponding values from the channel in the Layer Mask that represents that layer. Layer Mask values between 0 and 0.5 reduce the effect of that layer, values between 0.5 and 1 increase the effect of that layer.

Main Layer Influence: Enable the checkbox to allow the Main Layer to influence the albedo, normal, and height of Layer 1, Layer 2, and Layer 3. You can change the strength of the influence for each layer.

Use Height Based Blend: Enable the checkbox to blend the layers with a heightmap. HDRP then evaluates the height of each layer to check whether to display that layer or the layer above.

Height Transition: Use the slider to set the transition blend size between the Materials in each layer.

Lock Layers 123 Tiling with Object Scale: Enable the checkbox to multiply the Material’s tiling rate by the scale of the GameObject. This keeps the appearance of the heightmap consistent when you scale the GameObject.

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