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.
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
SunflowerORGaussian
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.
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.