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MToon: Add descriptions to the parameters #6

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fire opened this issue Jan 17, 2021 · 0 comments
Open

MToon: Add descriptions to the parameters #6

fire opened this issue Jan 17, 2021 · 0 comments

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@fire
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@fire fire commented Jan 17, 2021

2021-01-17.

Name Notes
_BumpMap Apply normals in tangent space.
_BumpScale Scale the normals in tangent space.
_Color Set the area hit by the light ray. Alpha is used for opacity.
_Cutoff When transparency other than 0 or 1 is not needed, it's possible to set a threshold to prevent the object from rendering semi-transparent pixels.
_DebugMode Visualize MToon by using the direction of the surface.
_EmissionColor Set the constant color regardless of the light source environment.
_EmissionMap Apply texture to emit light.
_EnableAlphaCutout Enable alpha cutout and also requires changing the transparent mode to cutoff.
_IndirectLightIntensity Reduce the effect of indirect or ambient lighting.
_LightColorAttenuation Set to 0 to make the influence of the light source color be affected by the light source color. Set to 1 to be affected by the light source color. Light color attenuation only reflects the luminance of the light source color.
_MainTex Apply base color texture.
_MainTex_ST Generally use X=1 and Y=1 for tiling. Use Z, W to slide the base point of the UV coordinate from the origin (0, 0).
_MToonVersion Use this version of the MToon material.
_OutlineColor Set the color of the outline.
_OutlineColorMode Set to 0 to not rendered the outline. Set to 1 to render the outline of the constant width for the world coordinate. Set to 2 to render the outline of the constant width for the screen coordinate.
_OutlineLightingMix Set to 0 for outlines to be unshaded or set to 1 to mix with world lighting.
_OutlineScaledMaxDistance Used by the application to scale a screen pixel.
_OutlineWidth Set the width of the outline. The unit of distance is meters when Width Mode->WorldCoordinates is chosen.
_OutlineWidthTexture Apply variation to outline width with a texture.
_ReceiveShadowRate Disable the self-shadow BY setting the value to 0.
_ReceiveShadowTexture Apply texture to the shadows.
_RimColor Set the color of the rim light.
_RimFresnelPower The larger the value, the sharper the border of the rim light becomes.
_RimLift The larger the value, the wider the area affected by the rim light becomes.
_RimLightingMix Mix with the rim light with this amount of the environment light.
_RimTexture Apply texture to the rim.
_ShadeColor Set the color of the area not hit by light.
_ShadeShift Adjust the lit colour's threshold value and shade color for how the light ray hits the object. When the value is 0, it is the standard lighting. When the value is negative, it becomes the lighting with an anime-like, wide range of lit color. According to the displayed warning message, it is necessary to disable the self-shadow by setting the value to 0 in Shadow Receive Multiplier.
_ShadeTexture Apply texture to the shade.
_ShadeToony Set whether to smoothly change the lit color and shade color around the threshold value in Shade Shift. When the value is 0, it becomes smooth like a general Lambert model. When the value is 1, it becomes animation-style lighting. The lit color and shade color change rapidly around the threshold value.
_ShadingGradeRate Set the received shadow multiplier.
_ShadingGradeTexture Set the received shadow multiplier texture.
_SphereAdd Apply fake lighting by pre-baking the light on an image and changing the area to sample depending on the direction of the surface. See MatCap in other documentation.
_UvAnimMaskTexture Mask the region to scroll the UV.
_UvAnimRotation Rotate UV units once per second and are equivalent to 1 UV unit being 360 Degrees or 2 * PI radians. Use the sign to specify direction.
_UvAnimScrollX Scroll X in UV units per second.
_UvAnimScrollY Scroll Y in UV units per second.
@lyuma lyuma changed the title Add descriptions to the parameters MToon: Add descriptions to the parameters May 31, 2021
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