Effects List
The AllIn1 3D Shader features a custom Material Inspector that allows you to activate and deactivate effects. When an effect is activated, it displays its properties so they can be modified. In the custom Material Inspector, you can see which effects are activated and access all their properties. Also note the "R" button next to each property - this button will reset the property to its default value set in the shader. All effects can be stacked and combined, meaning that enabled effects will have an additive effect amongst themselves. Note that the effects have an execution order set in the shader. The order has a logic based on the developer experience and intuition of what the users most likely will aim to do with said effects. It's possible that a slight effect order change is needed in some projects. Please reach out to support if you are unsure how to do that. To understand the perforance implications of this system you can checkout this section: Performance Considerations
Lighting Effects
Light Model: Explained in Light Models.
Shading Model: Explained in Light Models.
Specular Model: Explained in Light Models.
Reflections: Manages how environment reflections are handled, with options for controlling intensity and blending. The Shading model will have a great influence in this effect. You probably want to keep this property in the low values.
Normal Map: Adds surface detail without adding geometry, making surfaces appear more complex and detailed by affecting how light interacts with the surface.
Custom Shadow Color: Overrides Unity's default shadow color, allowing for stylized colored shadows.
Affected by Lightmaps: When enabled, the object will receive baked lighting information from Unity's lightmapping system.
Enable Shadows: Controls whether the object casts and receives shadows, with options for customizing shadow appearance.
Color Effects
Color Ramp: Maps the object's colors to a gradient texture, allowing for complete color palette customization.
Triplanar Mapping: Ignores the texture coordinates and projects textures from three directions onto the object. Useful when texturing big environments or when not using texture coordinates.
AO Map: Adds ambient occlusion from a texture map to enhance surface details and depth.
Highlights: Creates customizable glossy highlights on surfaces for various material types.
Rim or Fresnel: Adds edge highlighting that's visible at grazing angles, perfect for energy shields, glass, backlighting, hit effects. Can be complemented witht he Highlights effect that is somewhat similar.
Greyscale: Removes color information while maintaining luminosity, with optional tinting.
Posterize: Reduces the number of colors, creating a banded or cel-shaded look.
Hue Shift: Rotates colors around the color wheel with adjustable saturation and brightness.
Emission: Overexposes the RGB values. Allowing the object to Glow if Post Processing is setup with Bloom.
Hologram: Creates a sci-fi hologram effect with horizontal scan lines and transparency fluctuations.
Matcap: Uses a spherical environment map to create complex lighting effects with minimal performance cost.
Hit Effect: Creates a flash or pulse effect, ideal for damage indication or power-ups.
Contrast and Brightness: Simple adjustments to the overall contrast and brightness of the model.
Height Gradient: Applies a gradient based on object height, useful for terrain or buildings. Can be done both in Local and World space.
Intersection Glow: Creates a glow effect where objects intersect with other geometry.
Albedo From Vertex Color: Uses the mesh's vertex colors as the base color, useful for hand-painted assets or when trying to be super efficient and use no textures.
Texture Blending: Blends 3 or 2 texures form a noise map or from Vertex Colors. You can use Poly Brush free tool to pain the vertex colors. The 3 textures blend mode will use and RGB mask and the 2 textures blend mode will use a black and white mask, so you can use any typical noise texture that you can also generate with the Asset Window.
Depth Coloring: Changes color based on distance from the camera, useful for fog effects. See Depth Coloring - Stylized Fog for more info.
Fake Subsurface Scattering: Simulates light scattering through translucent materials like skin, wax, or leaves.
Alpha Effects
Alpha Cutoff: Discards and avoids drawing pixels under an alpha threshold. This is the only way we have to use alpha related effects in Opaque objects. That's why this effects is automatically enabled with the Opaque preset as explained in Advanced Configuration and Key Rendering Concepts.
Fade: Provides progressive transparency controlled by a texture with optional burning edge effect.
Intersection Fade: Makes objects gradually fade out when they intersect with other objects.
Alpha Round: Rounds the alpha value to the nearest integer.
Mesh Effects
Vertex Shake: Adds random movement to vertices, creating wobbling or vibration effects.
Vertex Inflate: Expands the mesh along its normals, useful for growth effects or power-ups.
Vertex Distortion: Distorts the mesh based on a noise texture, great for melting or warping effects.
Voxelize: Creates a blocky, voxel-like appearance without changing the underlying mesh.
Glitch: Produces digital distortion artifacts, perfect for sci-fi or horror effects.
Recalculate Normals: In case the mesh has been distorted, inflated or manipulated in any way this effect will recalculate new normals based on the vertex positions.
UV Effects
Scroll Texture: Animates the texture by scrolling it in the X and/or Y direction at customizable speeds.
Screen Space UV: Uses screen coordinates instead of the model's UVs for texturing, makes it look as you can see through the object.
Pixelate: Creates a pixel art or low-resolution appearance by reducing the effective resolution of the texture.
Stochastic Sampling: Breaks up tiling patterns in textures by randomly sampling nearby pixels, creating more natural-looking repeating textures.
Wave UV: Distorts UVs using a wave pattern, creating rippling or flowing effects.
Hand Drawn: Adds a frame-by-frame jittering to the UVs, simulating the imperfections of hand-drawn animation.
Distortion: Warps texture UVs using a noise map, allowing for effects like heat haze, underwater distortion, or psychedelic warping.
Other effects
Outline Type: Properly explained in Outlines section. Adds a customizable outline around the object with various styles:
None: No outline
Simple: Basic outline with adjustable width and color
Constant: Outline with constant screen-space width regardless of distance
FadeWithDistance: Outline that becomes more visible as objects get closer to the camera
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