Effects Breakdown
Alpha Effects
Fade - Burn: Creates a dissolve effect using a noise texture with optional glowing burn edges around the dissolve border.
Fade - Classic: Procedural dissolve effect that uses the input color's values as the fade mask without needing a separate texture.
Fade By Cam Distance - Far Fade: Gradually fades objects based on distance from the camera, starting at a specified distance.
Fade By Cam Distance - Near Fade: Fades objects when the camera gets too close, preventing clipping or creating smooth close-up transitions.
Alpha Mask: Applies a texture mask to control which parts of the material are transparent.
Soft Particles (Intersection Fade): Fades particles or objects when they intersect with scene geometry, eliminating hard edges.
Alpha Remap: Remaps the alpha channel to a custom range for precise control over transparency curves.
Alpha Cutoff: Discards pixels below a specified alpha threshold, creating hard-edged transparency and reducing overdraw.
Color Effects
Albedo Vertex Color - Multiply: Multiplies the input color with the mesh's vertex colors, useful for adding variation or tinting to hand-painted meshes.
Albedo Vertex Color - Replace: Replaces the input color entirely with the mesh's vertex colors, ignoring the texture color completely.
Chromatic Aberration: Separates RGB channels to create a color fringing effect, simulating lens distortion or adding a glitchy look.
Color Ramp: Maps the material's colors to a gradient texture, allowing complete color palette customization and stylized looks.
Contrast Brightness: Adjusts the overall contrast and brightness of the material with simple controls.
Glow: Adds HDR glow (overexposes the RGB) to the material that responds to post-processing Bloom, making parts of the material emit light. To have a halo effect you'll need Post Processing Bloom.
Glow Tex: Similar to Glow but uses a texture mask to control which parts glow, allowing for selective emission effects.
Greyscale: Removes color information while maintaining luminosity, with optional color tinting for stylized monochrome effects.
Height Gradient: Applies a color gradient based on object height in world or local space, useful for terrain, buildings, or vertical color variation.
Highlights: Creates customizable glossy highlights on surfaces, simulating specular reflections for various material types.
Hit: Blends a color on top of the result. Usually you'll want to animate the _HitBlend property.
Hologram: Creates a sci-fi hologram effect with animated horizontal scan lines and transparency fluctuations.
Hue Shift: Rotates colors around the color wheel with adjustable saturation and brightness, useful for color variations.
Luminosity: Adjusts the overall brightness/luminosity of the material, making it brighter or darker.
Matcap - Normal OS: Uses a spherical environment map in object space to create complex lighting effects with minimal performance cost.
Matcap - Normal WS: Uses a spherical environment map in world space, allowing the lighting effect to remain consistent regardless of object orientation.
Negative: Inverts the colors of the material, creating a photographic negative effect.
Posterize: Reduces the number of colors to create a banded or cel-shaded look with adjustable color levels.
Rim: Adds edge highlighting visible at grazing angles (Fresnel effect), perfect for energy shields, glass, or backlit effects.
Shine: Creates an animated shine or light sweep effect across the material's surface, often used for UI or highlight effects.
Sprite Outline: Adds a customizable outline around 2D sprites with adjustable width, color, and glow properties.
Subsurface Scattering: Simulates light scattering through translucent materials like skin, wax, leaves, or fabric. Look from the other side relative to the Light Source to see it in action.
Depth Effects
Intersection Glow: Applies glow where the material intersects with scene geometry that writes to the depth buffer, creating highlight effects at contact points.
Lighting Effects
AO Map: Adds ambient occlusion from a texture map to enhance surface details and depth perception in shadowed areas.
Normal Map: Adds surface detail without adding geometry by affecting how light interacts with the surface.
Reflections: Manages how environment reflections are handled, with options for controlling intensity and blending with the base material.
Reflections Toon: Stylized version of reflections with hard-edged, cel-shaded appearance for cartoon or anime aesthetics.
Lighting Models
Full Light Model: The master node that will mix the light final result. More on Lighting Models.
Specular Models
Specular - Aniso: Anisotropic specular highlights that stretch along a direction, ideal for materials like brushed metal, hair, or fabric.
Specular - Classic: Traditional Blinn-Phong specular model providing standard glossy highlights.
Specular - Toon: Hard-edged, stylized specular highlights for cartoon or cel-shaded aesthetics.
Texel Size
Texel Size: Adjusts texture resolution or texel density for pixelation effects or retro aesthetics.
Texture Effects
Gradient: Generates a linear color gradient with customizable direction and colors.
Gradient - Radial: Generates a radial color gradient emanating from a center point with customizable colors.
Procedural Shapes
Circle Gradient: Generates a circular gradient pattern with soft falloff from center to edge.
Circle SDF: Creates a circle using Signed Distance Field technique, producing clean geometric circles with adjustable smoothness.
Procedural Grid: Generates a repeating grid pattern with customizable spacing and line thickness.
Radial Pattern Lines: Creates radial lines emanating from the center point in a spoke pattern.
Radial Pattern Wedges: Generates wedge-shaped segments arranged radially around a center point, like a pie chart.
Square Gradient: Generates a square gradient pattern with soft falloff from center to edges.
Square SDF: Creates a square using Signed Distance Field technique, producing clean geometric squares with adjustable corner rounding.
UV Effects
Distortion UV: Warps texture coordinates using a noise map, creating effects like heat haze, underwater distortion, or psychedelic warping.
Fish Eye UV: Applies fish eye lens distortion to the texture coordinates, bulging the center outward.
Hand Drawn: Adds frame-by-frame jittering to the UVs, simulating the imperfections and wobble of hand-drawn animation.
Pinch UV: Creates a pinching distortion effect that pulls UVs toward or away from a center point.
Pixelate: Reduces the effective texture resolution to create a pixel art or low-resolution retro appearance.
Round Wave UV: Distorts UVs using a circular wave pattern emanating from a center point.
Screen Space UV: Uses screen coordinates instead of the model's UVs for texturing, creating a see-through or portal effect.
Scroll Texture: Animates the texture by scrolling it in the X and/or Y direction at customizable speeds.
Stochastic Sampling: Breaks up tiling patterns in textures by randomly sampling nearby pixels, creating more natural-looking repeating textures.
Twist UV: Twists the texture coordinates around a center point with adjustable radius and intensity.
Wave UV: Distorts UVs using a wave pattern, creating rippling or flowing effects.
Wind UV: Creates grass or foliage movement effect by bending and swaying the UVs over time.
Zoom UV: Scales the texture coordinates to zoom in or out of the texture.
Vertex Effects
Glitch: Produces digital distortion artifacts on the mesh vertices, perfect for sci-fi or horror effects.
Vertex Distortion: Distorts the mesh based on a noise texture, great for melting, warping, or organic deformation effects.
Vertex Inflate: Expands the mesh along its normals, useful for growth effects, power-ups, or breathing animations.
Vertex Shake: Adds random movement to vertices, creating wobbling or vibration effects.
Vertex Voxel: Creates a blocky, voxel-like appearance without changing the underlying mesh structure.
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