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Version: 10.0

Grab Pass

Grab Pass transparency uses a Grab Pass, which takes a screenshot of the scene every frame to create special effects like refraction and blur. It's a powerful, but expensive feature that enables unique effects.

To use Grab Pass, select the Shader version .poiyomi/Poiyomi Toon Grab Pass. Included in this Shader version, a new Grab Pass category will appear with the following settings shown below.

Before you start adjusting settings, please choose a GrabPass Preset! This dropdown replaces the Rendering Preset menu in favor of specialized Grab Pass Rendering Presets.

warning

Grab Pass is an expensive feature - it has to take a screenshot every frame. This will always cause some amount of performance hit, so use it judiciously!

Mask Type​

Type
Dropdown
Options
TexturedefaultVertex Color

If using Masking for Grab Pass effects, Texture will be used. Otherwise, this can be set to have the Masking be sample from your mesh's Vertex Colors.

Masks​

Type
Texture Slot
Accepts
Data texturesRGB Off
Shown when

Mask Type is set to Texture

Sets the masks to use for Grab Pass.

Refraction​

Type
Toggle

Enables or disables refraction.

Refraction is a special effect that makes the Grab Pass appear to be refracted by the surface. This is useful for things like glass, crystals, and water.

Refraction​

Type
Range
Range
0to3
Default
1

How much refraction to add. This is equivalent to the refractive index of the material. A value of 1.0 means no refraction. Some common physical values include:

  • Air: 1.0
  • Water: 1.33
  • Window Glass: 1.5
  • Sapphire: 1.8
  • Diamond: 2.4

A refractive index of less than 1.0 is not physically accurate, but it can be used to create a unique effect.

Chromatic Aberration​

Type
Range
Range
0to1

Defines how much chromatic aberration to add. In areas where there is more refraction, more chromatic aberration is added.

Chromatic aberration separates certain colors by different amounts. This recreates a physical phenomenon in imperfect lenses, and can be aesthetically pleasing.

Note that if Chromatic Aberration is enabled, the Blur function will be disabled.

Fresnel Power​

Type
Range
Range
0to10

Controls the distortion of the Refraction.

Masks​

Mask Channel​

Type
Dropdown
Options
OffRGBA

Channel to use from the Masks in Refraction.

Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Choice of which Global Mask channel to use as the Mask in Refraction.

Invert​

Type
Toggle

If enabled, inverts the value of the selected Mask above.

Blur​

Type
Toggle

If enabled, creates a realtime Blur effect on the Material.

Pattern​

Type
Dropdown
Options
SunflowerGaussianHexagonal

Choice of which Blur pattern to use. These can have a wide range of different appearances.

Blur Distance​

Type
Range
Range
0to1

How much blur to apply. The higher this value is, the blurrier the transparency will be.

Blur Quality​

Type
Integer
Range
1to20

How many samples to draw for the blur. The higher this number, the more accurate the blur, but the more expensive it is to render. Good compromise values for quality are between 3 and 6, with higher values being more necessary for higher Blur Distance.

Blur Directions​

Type
Integer
Range
1to10

How many directions to sample for the blur. The higher this number, the more accurate the blur, but the more expensive it is to render. Good compromise values for quality are between 4 and 8, with higher values being more necessary for higher Blur Distance.

Use Smoothness​

Type
Range
Range
0to1

Applies a Smoothness modifier to the Blur.

Center Importance​

Type
Range
Range
0to1
Shown when

Pattern is set to Sunflower OR Gaussian

Determines the importance of the Blur of Opaque objects visible behind the Material.

Use Depth​

Type
Toggle

If enabled, utilize the Depth Buffer to determine accurate focus of the Blur. This will make meshes closer to it appear clearly, while distant meshes are blurred.

Requires Depth Buffer

In order to use Blur Depth, you will need to place the DepthGet Prefab found in Assets/_PoiyomiShaders/Prefabs onto your avatar.

Depth Ramp​

Type
Vector Curve
Shown when

Use Depth is enabled

Vector Ramp that determines the focus range of the Blur Depth.

Masks​

Mask Channel​

Type
Dropdown
Options
OffRGBA

Channel to use from the Masks in Blur.

Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Choice of which Global Mask channel to use as the Mask in Blur.

Invert​

Type
Toggle

If enabled, inverts the value of the selected Mask above.

Pixelation​

Type
Toggle

If enabled, creates an effect that will "pixelate" the affected area like a pixelated censor.

Pixel Size​

Type
Range
Range
1to128

Sets the size of pixels in bits.

Distance Scaling​

Type
Toggle

Turns on a slider to allow the pixelation to scale with distance.

Scaling Amount​

Type
Range
Range
0to5
Shown when

Distance Scaling is enabled

The amount to scale the pixelation with distance.

Block Gap​

Type
Range
Range
0to1

How many gaps to have in each pixelation block.

Masks​

Mask Channel​

Type
Dropdown
Options
OffRGBA

Channel to use from the Masks in Pixelation.

Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Choice of which Global Mask channel to use as the Mask in Pixelation.

Invert​

Type
Toggle

If enabled, inverts the value of the selected Mask above.

Color Ramp​

Type
Toggle

If enabled, applies the mentioned Color Ramp Preset across the Grab Pass.

Preset​

Type
Dropdown
Options
Custom RampGameboyVirtual BoyCGASepiaCyberpunk Neon

Which Preset coloring ramp to use.

Custom Ramp​

Type
Texture Slot
Accepts
Color texturesRGB On
Shown when

Preset is set to Custom Ramp

Custom texture ramp to use.

Blend​

Type
Range
Range
0to1

How much to blend the Color Ramp with the Grab Pass.

Contrast​

Type
Range
Range
-1to1

How much contrast to blend with the Color Ramp.

Brightness Offset​

Type
Range
Range
-1to1

Sets how much to offset the brightness of the Color Ramp.

Posterize​

Type
Toggle

If enabled, will posterize the Color Ramp. Exposes two sliders below this property.

Levels​

Type
Range
Range
2to16
Shown when

Posterize is enabled

Amount of posterization levels to apply.

Dither​

Type
Range
Range
0to1
Shown when

Posterize is enabled

How much dithering to apply to the posterization.

Masks​

Mask Channel​

Type
Dropdown
Options
OffRGBA

Channel to use from the Masks in Color Ramp.

Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Choice of which Global Mask channel to use as the Mask in Color Ramp.

Invert​

Type
Toggle

If enabled, inverts the value of the selected Mask above.

Color​

Color​

Type
Color

Color used for multiplicative and additive brightness of the Grab Pass

Multiplicative Brightness​

Type
Float

Controls the multiplication value of the Grab Pass Color.

Additive Brightness​

Type
Float

Controls the additive of additional brightness of the Grab Pass Color.

Saturation​

Type
Range
Range
-1to3

Sets the saturation of the Color.

Vibrance​

Type
Range
Range
-1to1

Sets how vibrant the Color should appear.

Hue Shift​

Type
Toggle

Enable Hue Shifting of the Grab Pass Color.

Color Space​

Type
Dropdown
Options
OKLabHSV

Choice of Color Space to use for the Hue Shift. By default, it will be set to OKLab.

Learn about the difference of Color Spaces as documented here in Color Adjust.

Select or Shift​

Type
Dropdown
Options
Hue SelectHue Shiftdefault

This dropdown allows you to select how the Color Adjustment should behave when the Hue Shift is used. By default, this will be set to Hue Shift.

Select or Shift Options
  • Hue Select: Directly applies the selected Hue as an override to the entire color.
  • Hue Shift: Only tints the color based on the lerped value. This is the default behavior.

Hue Shift​

Type
Range
Range
0to1

How much to shift the color around the hue circle.

This value is circular, and will have the same result at 0 and 1.

Hue Shift Speed​

Type
Float

How much to constantly shift the hue with time. A value of 1 will result in a full hue shift cycle every 20 seconds.

Masks​

Mask Channel​

Type
Dropdown
Options
OffRGBA

Channel to use from the Masks in Color.

Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Choice of which Global Mask channel to use as the Mask in Color.

Invert​

Type
Toggle

If enabled, inverts the value of the selected Mask above.

Alpha​

Alpha Blend​

Type
Range
Range
0to1

Scaler for the blend amount. The Grab Pass color is blended with the base color by this amount. If a blend map is used, this should generally be set to 1.0.

Source/Destination Blend​

Type
Dropdown
Options
ZeroOneDstColorSrcColorOneMinusDstColorSrcAlphaOneMinusSrcColorDstAlphaOneMinusDstAlphaSrcAlphaSaturateOneMinusSrcAlpha

Blend factor to use for the source and destination factors, respectively.

For traditional transparent blending, Source Blend should be set to SrcAlpha and Destination Blend should be set to OneMinusSrcAlpha. Other factors can be used for other effects. Try some of the combinations listed in Render Presets.

Masks​

Mask Channel​

Type
Dropdown
Options
OffRGBA

Channel to use from the Masks in Alpha.

Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Choice of which Global Mask channel to use as the Mask in Alpha.

Invert​

Type
Toggle

If enabled, inverts the value of the selected Mask above.