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.
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2021-01-17.
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