![]() For more information about the feature and for the list of properties this feature exposes, see the Double-Sided documentation.Īllows you to give your Material a type, which allows you to customize it with different settings depending on the Material Type you select. For more information about the feature and for the list of properties this feature exposes, see the Alpha Clipping documentation.Įnable the checkbox to make HDRP render both faces of the polygons in your geometry. Enabling this feature exposes more properties. For more information on this property, see the Surface Type documentation.Įnable the checkbox to make this Material act like a Cutout Shader. Use the drop-down to set the rendering pass that HDRP processes this Material in. For more information about the feature and for the list of properties each Surface Type exposes, see the Surface Type documentation. HDRP exposes more properties, depending on the Surface Type you select. Materials with a Transparent Surface Type are more resource intensive to render than Materials with an Opaque Surface Type. Use the drop-down to define whether your Material supports transparency or not. Surface Options control the overall look of your Material's surface and how Unity renders the Material on screen. Select the Material and, in the Inspector, select the Shader drop-down.This adds a new Material to your Unity Project’s Asset folder. Right-click in your Project's Asset window.To create a new Lit Tessellation Material: For more information about Materials, Shaders, and Textures, see the Unity User Manual. This Shader also includes options for effects like subsurface scattering, iridescence, vertex or pixel displacement, and decal compatibility. ![]() This means that you can render more detailed geometry without the need to create a model that contains a lot of vertices. The Lit Tessellation Shader allows you to create Materials that use tessellation to provide adaptive vertex density for meshes. ![]()
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