: This Setting will apply the Shadow Ramp Color for Point/Spot Lghts. : The Shadow Ramp Color will give you the Ability to paint the already above defined Shadow Ramp Texture, it does that in a way that only the Dark parts/shadows of the Texture getting colored by changing the values on the Color node (note that the Alpha value in the Color product must be raised to make the change visible!) : Squeezes NdL to bring the shadow more to the middle/closer together.
: This basically shifts the Shadow Ramp Texture aside to adjust the shadow a bit if needed but for the most part it would be fine to leave this setting at a value of 0.5.(Shadow Ramp): Defines how Shadows from any Lightsource are getting casted onto the Mesh you are using and how they should look like, it does this via a Shadow Ramp Texture that is specified from Dark/shadow(left) - Bright/light(right) and as soon as you change it you will see how much difference it makes when it comes to visualizing your very own desired look you want to achieve. (Amount of Steps): Set the amount of Steps in Int range when having the SCS activated. You can find more information about Occlusion Mapping here (Occlusion): There is a very informative Unity Document Page that you might want to read and also gives you a better understanding of how it works and what it does specifically or simply put "(The Occlusion Map is used to provide information about which areas of the Model should receive high or low indirect lighting)" Red Channel for Pixel Lights and Green Channel for Indirect Baked Light. (Shadow Mask): Texture = Black levels remove Shadows, White parts will leave Shadows as is. (SCS / Step based Cel Shading): Will remove the whole Shadow Ramp and replaces it with a Step based Cel Shading look that you might know from Games like " The Legend of Zelda: Breath of the Wild" but with this Method you can define how many Steps you might want to have. It has a value between 0 - 1, the higher the value the more you cut off from the Alpha Channel that's included in the Main Texture you use. (Cutout): Is a Alpha Cutoff setting that you can use when having a "Cutout" Version selected for your Material. As you slide the Bar higher up you will make your (Main Tex) a bit more saturated or lower to decrease the Color values to make it more Colorless. (Saturation): This Feature gives your Mesh a more colorful tone or makes it completely Colorless. You can find more information about this part and transparency here Also good to know is that if your using the Transparent version of the Shader then you can change the Alpha value in the Color setting to make it more or less Transparent.
By changing the (Main Color), the Main Texture will change its Color depending on the settings you make. (Main Tex): This is where the Main Texture for the Material goes. (Toggle Advanced): Toggles between a Basic and Advanced version of the Shader. (Settings Level): Hides a certain amount of settings for the User which are mostly just Texture Tiling options and things you might not change on your daily basis to have the GUI cleaned up a little.
Special Thanks to Kaj for developing someting like this and sharing it so freely Keep in mind that any multi_compile Keywords for example for Unitys Lighting will still be included and will need to be compiled still, so you wont get away from Shader compiling with it but it is worth to use the Optimizer at any costs anyways ! This new Shader will then only contain what is needed and the User set in the Material, thus improving GPU Rendertimes greatly and getting rid of a large amount of overhead compared to Unitys Standard Shader.īy pressing the Button again the generated Shader will get deleted and the Material will be set back to the original Shader again. (Shader Optimizer): This Button will generate a new Shader based on the location of the Material inside a Folder named (OptimizedShaders) and makes the Material using this optimized shader version instead.
#HUE SHIFT SHADER MANUAL#
In this Manual about the Shader i've created i want to talk/write and explain as much as i can to make the sheer amount of Features and the basics of it as understandable as possible for all of you.