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Version: 10.0

Shadows

The Shadows section defines the base shading of the material. It controls how the material reflects light diffuse and how it is affected by other lighting. Options in the Light Data section heavily affect how the overall shading is performed.

This section configures the primary shading style to use on the material, as this section controls how stylized shadows are performed on the mesh.

Various Shading Styles on multiple Material Spheres.

Various Shading Styles applied on these multiple Material Spheres.

tip

This section often uses some terms interchangeably.

  • Lighting and Shading are both talking about how the material is affected by light. Both control how Shadows appear on the mesh when lighting is occluded.
  • Ramp and Gradient are both terms for a 1-dimensional function, using one input and producing one output.

Lighting Type​

Type
Dropdown
Options
TextureRampMultilayer MathWrappedSkinShadeMapFlatdefaultRealisticClothSDF

Lighting mode to use. Each of these models uses the same lighting data in different ways to produce different lighting effects.

warning

This option cannot be animated at runtime! Please consider a material swap if you need to change the lighting mode for some reason!

Texture Ramp​

Texture Ramp is a Toon lighting method that uses a gradient texture to determine the lighting level. This texture can be edited using the Thry Gradient Editor by clicking the gradient texture slot.

Texture Ramp lighting is useful for creating cartoon-like lighting, especially when specific color gradients are desired.

Demonstration of Texture Ramp Shading using Thry Gradient Editor.

Texture Ramp Options

Shadow Tint​

Type
Color
Default
#FFFFFF

Shadow Tint will tint the shadow map with a specific color, useful for creating a specific stylized shading effect. This color will be mixed with the Lighting Ramp and Ambient Color (if enabled) to produce the final shading.

Lighting Ramp​

Type
Texture Slot
Accepts
Gradient texturesRGB On

Ramp texture that controls the overall shading in Texture Ramp. This is mapped from left-to-right, with the left-most pixel being the darkest and the right-most pixel being the lightest. This texture generally uses a black-to-white gradient, but it can contain colors to create a more specific lighting effect. However, we recommend to use grayscale for the best results.

This texture can be edited using the Thry Gradient Editor by clicking the wide gradient located to the right of the texture slot.

note

When editing the Ramp Texture using the Gradient Editor, your changes will be saved in the Assets/textures/Gradients folder in Unity with a unique identifier. If this folder doesn't exist, it will be generated automatically upon saving.

Ramp Offset​

Type
Range
Range
-1to1
Default
0

Offsets the ramp from left to right. Negative values will bias the lighting toward the left (darker) side, and positive values will bias the lighting toward the right (lighter) side.

Ramp Count​

Type
Float
Default
1

This will set an amount of Ramps to use on the Texture Ramp.

Ramp Selector UV​

Type
Dropdown
Options
UV0UV1UV2UV3
  • Type: Dropdown, Options: UV0/UV1/UV2/UV3

Chooses which UV to use for the Ramp.

Shadow Strength​

Type
Range
Range
0to1
Default
1

Determines how strong of a shadow is applied. A value of 0.0 will not apply any shadow, and a value of 1.0 will apply a full shadow.

Ignore Indirect Shadow Color​

Type
Range
Range
0to1
Default
1

Determines whether or not to incorporate the full ambient color into the lighting calculation. A value of 0.0 will fully tint the shadow with the ambient color, and a value of 1.0 will ignore it.

Multilayer Math​

Multilayer Math is a Toon Lighting method that uses mathematically defined gradients to determine the lighting level. These gradients can be edited using the defined settings, and set using colors or textures. Multilayer Math shares the same behavior as Lil Toon's primary shading feature, known as Shadows.

Multilayer Math shading is useful for creating robust toon shading that performs well in most lighting conditions. On a basic level, Multilayer Math has three shadow layers, and a border. Not all layers need to be used, nor the border... as the visibility of those shadow layers are controlled by the Shadow Layer's Color Alpha.

note

In very old versions of Poiyomi Shaders, the Math Gradient shading mode was used to create a similar effect, but this mode was replaced in favor of the more flexible Multilayer Math system from Lil Toon you see here.

Demonstration of Multilayer Math Shading with the Shadow Layers.

Multilayer Math Options

Shadow Layers​

Shadow Layer 1 Options

Color Tex​

Type
Texture Slot
Accepts
Color texturesRGB On

The Shadow Color texture, if defined, sets the base color of the shadow in different parts of the model. Will be tinted by the Shadow color.

Color​

Type
Color
Default
#D1C2D9

Defines the basic shadow color for the Multilayer Math shading model. This color must have a non-zero alpha value to take effect.

Border​

Type
Range
Range
0to1
Default
0.5

Defines the position on the lightmap of the border between the shadow color and light. In other words, this sets where the edge of the shadow is.

Blur​

Type
Range
Range
0to1
Default
0.1

Defines how much to blur the shadow out from the border position. A value of 0.0 will not blur the shadow, and a value of 1.0 will blur the shadow to the edge of the lightmap.

Receive Shadow​

Type
Range
Range
0to1
Default
0

How much this shadow layer should receive shadows.

Normal Blend​

Type
Range
Range
0to1
Default
1

Sets how much to blend this Shadow Layer with the Normals.

Shadow Layer 2 Options

Color Tex​

Type
Texture Slot
Accepts
Color texturesRGB On

The Shadow Color texture, if defined, sets the base color of the shadow in different parts of the model. Will be tinted by the Shadow color.

Color​

Type
Color
Default
#ADA8C9

Defines the basic shadow color for the Multilayer Math shading model. This color must have a non-zero alpha value to take effect.

Border​

Type
Range
Range
0to1
Default
0.15

Defines the position on the lightmap of the border between the shadow color and light. In other words, this sets where the edge of the shadow is.

Blur​

Type
Range
Range
0to1
Default
0.1

Defines how much to blur the shadow out from the border position. A value of 0.0 will not blur the shadow, and a value of 1.0 will blur the shadow to the edge of the lightmap.

Receive Shadow​

Type
Range
Range
0to1
Default
0

How much this shadow layer should receive shadows.

Normal Blend​

Type
Range
Range
0to1
Default
1

Sets how much to blend this Shadow Layer with the Normals.

Shadow Layer 3 Options

Color Tex​

Type
Texture Slot
Accepts
Color texturesRGB On

The Shadow Color texture, if defined, sets the base color of the shadow in different parts of the model. Will be tinted by the Shadow color.

Color​

Type
Color
Default
#000000

Defines the basic shadow color for the Multilayer Math shading model. This color must have a non-zero alpha value to take effect.

Border​

Type
Range
Range
0to1
Default
0.25

Defines the position on the lightmap of the border between the shadow color and light. In other words, this sets where the edge of the shadow is.

Blur​

Type
Range
Range
0to1
Default
0.1

Defines how much to blur the shadow out from the border position. A value of 0.0 will not blur the shadow, and a value of 1.0 will blur the shadow to the edge of the lightmap.

Receive Shadow​

Type
Range
Range
0to1
Default
0

How much this shadow layer should receive shadows.

Normal Blend​

Type
Range
Range
0to1
Default
1

Sets how much to blend this Shadow Layer with the Normals.

Border​

Border Options

Border Color​

Type
Color
Default
#FF1900

The Border Color defines the color of a border, which is an extra color applied to the edge of the main shadow. This color must have a non-zero alpha value to take effect.

Border Range​

Type
Range
Range
0to1
Default
0.08

How far off of the border the border color is applied. A value of 0.0 will apply the border color to the edge of the shadow, and a value of 1.0 will apply the border color to the dark edge of the lightmap.

Shadow Map​

Shadow Map Options

Map Type​

Type
Dropdown
Options
StrengthFlat

Choice of what Shadow Map type should be used. Strength will go by the strength values determined by the map, while Flat will enable customized sliders to determine the appearance.

Color Tex​

Type
Texture Slot
Accepts
Color texturesRGB On

Texture Slot that determines the Shadow Map.

Border​

Type
Range
Range
-2to2
Default
1
Shown when

Map Type is set to Flat

Border intensity of the shadow map.

Blur​

Type
Range
Range
0.001to2
Default
1
Shown when

Map Type is set to Flat

How much to blur the border of the shadow map.

Shadow Border Map​

Type
Toggle

Enables the Shadow Border Map feature, allowing control over AO-style Shadow boundaries on Multilayer Math.

Shadow Border Map Options

AO Map​

Type
Texture Slot
Accepts
Data texturesRGB Off

Defines the AO (Ambient Occlusion) texture to use in Multilayer Math.

Border Map LOD​

Type
Range
Range
0to1

Amount of Level of Detail to use for the Border Map.

Ignore Border Properties​

Type
Toggle

If enabled, ignores the properties set in Border.

1st Min​

Type
Range
Range
0to1

Minimum amount from the Shadow Border to apply to Layer 1.

1st Max​

Type
Range
Range
0to1

Maximum amount from the Shadow Border to apply to Layer 1.

2nd Min​

Type
Range
Range
0to1

Minimum amount from the Shadow Border to apply to Layer 2.

2nd Max​

Type
Range
Range
0to1

Maximum amount from the Shadow Border to apply to Layer 2.

3rd Min​

Type
Range
Range
0to1

Minimum amount from the Shadow Border to apply to Layer 3.

3rd Max​

Type
Range
Range
0to1

Maximum amount from the Shadow Border to apply to Layer 3.

Blur Map​

Type
Texture Slot
Accepts
Data texturesRGB Off

Texture Slot to define the Blur Map of Multilayer Math.

Non Linear Lightmap​

Type
Toggle

If enabled, changes the shadow gradient direction to be non-linear.

Base Color Blend​

Type
Range
Range
0to1
Default
0

How much to blend the shadow gradients to the Base Color.

Env Strength on Shadow Color​

Type
Range
Range
0to1
Default
0

Determines how strong the environmental influences the shadow color.

Shadow Strength​

Type
Range
Range
0to1
Default
1

Determines how strong of a shadow is applied. A value of 0.0 will not apply any shadow, and a value of 1.0 will apply a full shadow.

Ignore Indirect Shadow Color​

Type
Range
Range
0to1
Default
1

Determines whether or not to incorporate the full ambient color into the lighting calculation. A value of 0.0 will fully tint the shadow with the ambient color, and a value of 1.0 will ignore it.

Wrapped​

Wrapped lighting is a semi-realistic lighting method that uses a mathematical gradient to determine the lighting level, like Multilayer Math. However, it wraps the gradient around the edges of the material. This creates a softer, more realistic lighting effect. Wrapped lighting is useful for creating flexible, realistic lighting that performs well in most lighting conditions.

For technical details of this method, see Jordan Stevens' Lighting Models In Unity (Half-Lambert (Diffuse Wrap) section), Stephen Hill's Righting Wrap, or Steve McAuley's Energy-Conserving Wrapped Diffuse.

Demonstration of Wrapped Shading and the various adjustments.

Wrapped Options

Shadow Tint​

Type
Color
Default
#FFFFFF

Shadow Tint will tint the shadow map with a specific color, useful for creating a specific stylized shading effect. This color will be mixed with the Ambient Color (if enabled) to produce the final shading.

LightSide Color​

Type
Color
Default
#FFFFFF

LightSide Color will tint the color of the side in Lighting.

Wrap​

Type
Range
Range
0to2
Default
0

Determines how much to wrap the gradient around the edges of the model. A value of 0.0 will not wrap the gradient at all, producing a realistic, more aggressive shadow edge. Increase this value to wrap the gradient more significantly, producing a softer, more stylized shadow edge. At a value of 2.0 the gradient will produce an almost flat lit effect.

Normalization​

Type
Range
Range
0to1
Default
0

Normalization is a value that determines how much to darken the wrapped gradient. This is usually kept at 0.5, but can be adjusted (especially on the fly) to dynamically adjust the model's light level.

How much this value applies depends on the Wrap value. At a Wrap of 0.0, Normalization will have no effect at all. At increasing Wrap values, Normalization will have an increasingly important effect.

Gradient Start​

Type
Range
Range
0to1
Default
0

Gradient Start controls the start point of the lightmap gradient that the wrap is applied to. Generally, this value is kept between 0.0 - 0.2, with higher values resulting in more bright areas on the model.

Gradient End​

Type
Range
Range
0to1
Default
0.5

Gradient End controls the end point of the lightmap gradient that the wrap is applied to. Generally, this value is kept between 0.5 - 1.0, with higher values resulting in less dark areas on the model. A wider range between the Gradient Start and Gradient End will result in a softer gradient, while a narrower range will result in a sharper gradient.

Shadow Strength​

Type
Range
Range
0to1
Default
1

Determines how strong of a shadow is applied. A value of 0.0 will not apply any shadow, and a value of 1.0 will apply a full shadow.

Ignore Indirect Shadow Color​

Type
Range
Range
0to1
Default
1

Determines whether or not to incorporate the full ambient color into the lighting calculation. A value of 0.0 will fully tint the shadow with the ambient color, and a value of 1.0 will ignore it.

Skin​

Skin lighting is a semi-realistic lighting method that uses a Lookup table (LUT) to determine the lighting level. An example LUT (SkinLUT.png) is included in the shader package. The details of this method are more technical, but using skin lighting is simple.

Skin lighting is useful for achieving a realistic human skin lighting effect.

note

This lighting mode is experimental and is not fully implemented yet, as it requires more data (thickness maps) to work fully. This will be improved in the future.

Demonstration of Skin Shading and how a Thickness Map is used with it.

Skin Options

Shadow Tint​

Type
Color
Default
#FFFFFF

Shadow Tint will tint the shadow with a specific color, useful for creating a specific stylized shading effect. This color will be mixed with the Ambient Color (if enabled) to produce the final shading.

LUT​

Type
Texture Slot
Accepts
Color texturesRGB On
Default
SkinLUT.png

The LUT is used to determine the lighting ramp at various scales. This texture consists of a series of RGB values, with the horizontal axis representing the light level, and the vertical axis representing the thickness of the skin.

Scale​

Type
Range
Range
0to1
Default
1

Scales the Subsurface Scattering (SSS) effect. A value of 0.0 will disable the SSS effect, and a value of 1.0 will apply the SSS effect at full strength.

Thickness Map​

Type
Texture Slot
Accepts
Data texturesRGB Off

Specifies a texture map to use for the skin thickness.

Thickness Power​

Type
Range
Range
0to3
Default
1

Modifies the amount of influence the Thickness Map has on the LUT.

Bump Blur​

Type
Range
Range
0to1
Default
0.7

Sets how much to blur the Bumps from the Thickness Map.

Shadow Strength​

Type
Range
Range
0to1
Default
1

Determines how strong of a shadow is applied. A value of 0.0 will not apply any shadow, and a value of 1.0 will apply a full shadow.

Ignore Indirect Shadow Color​

Type
Range
Range
0to1
Default
1

Determines whether or not to incorporate the full ambient color into the lighting calculation. A value of 0.0 will fully tint the shadow with the ambient color, and a value of 1.0 will ignore it.

ShadeMap​

ShadeMap lighting uses textures to determine the lighting level. Options are available for using specific ShadeMap images, or to use the base color map as the ShadeMap, with a specific ShadeColor tint added.

ShadeMap lighting is useful for creating highly stylized lighting effects. It's similar to UnityChan Toon Shader 2's three-color shading system.

For a basic ShadeMap shading setup, you can enable Use BaseMap as 1st ShadeMap and Use BaseMap as 2nd ShadeMap, set the 1st ShadeColor and 2nd ShadeColor to a lighter and darker tone respectively, and set the BaseColor Step and ShadeColor Step to a larger (0.4 - 0.6) and smaller (0.1 - 0.3), respectively.

Demonstration of ShadeMap and it's properties.

ShadeMap Options

1st ShadeColor​

Type
Color
Default
#FFFFFF

Primary tint applied to the 1st ShadeMap. If ShadeMap texture is defined, this color will be mixed with the ShadeMap texture. If not, it should generally be set lighter than the 2nd ShadeColor.

1st ShadeMap​

Type
Texture Slot
Accepts
Color texturesRGB On

Shading map used for the 1st ShadeColor. If this is not defined, the 1st ShadeColor alone will be used. Shading maps define what the shadow should look like in this area.

Use BaseMap as 1st ShadeMap​

Type
Toggle

Whether to use the BaseColor map as the 1st ShadeMap. With no 1st ShadeMap defined, this should generally be enabled.

2nd ShadeColor​

Type
Color
Default
#FFFFFF

Primary tint applied to the 1st ShadeMap. If ShadeMap texture is defined, this color will be mixed with the ShadeMap texture. If not, it should generally be set lighter than the 2nd ShadeColor.

2nd ShadeMap​

Type
Texture Slot
Accepts
Color texturesRGB On

Shading map used for the 1st ShadeColor. If this is not defined, the 1st ShadeColor alone will be used.

Use BaseMap as 2nd ShadeMap​

Type
Toggle

Whether to use the BaseColor map as the 2nd ShadeMap. With no 2nd ShadeMap defined, this should generally be enabled.

BaseColor_Step​

Type
Range
Range
0.01to1
Default
0.5

Defines where the edge should lie between the base lit color and the 1st shadow. A value of 0.0 will result in a completely lit area, and a value of 1.0 will result in a completely shadowed area.

Base/Shade_Feather​

Type
Range
Range
0.0001to1
Default
0.0001

How much to feather the edge of the base color and shading. A value of 0.0 will result in a sharp edge, and a value of 1.0 will result in a very smooth edge.

ShadeColor_Step​

Type
Range
Range
0to1
Default
0

Defines where the edge should lie between the 1st shadow and the 2nd shadow. A value of 0.0 will result in no 2nd shadow, and a value of 1.0 will make the 2nd shadow dominate the overall shadow. This value is dependent on the BaseColor_Step value.

1st/2nd_Shades_Feather​

Type
Range
Range
0.0001to1
Default
0.0001

How much to feather the edge of the 1st shadow and the 2nd shadow. A value of 0.0 will result in a sharp edge, and a value of 1.0 will result in a very smooth edge.

Blend Mode​

Type
Dropdown
Options
ReplaceMultiply

Defines how the shadow should blend with the base color. Replace will replace the base color with the shadow, creating a more straightforward effect. Multiply will multiply the base color with the shadow, creating a more stylized effect.

Shadow Strength​

Type
Range
Range
0to1
Default
1

How much to apply the shadow. A value of 0.0 will not apply any shadow, and a value of 1.0 will apply the shadow fully.

Flat​

Flat Lighting is a toon lighting mode that uniformly lights the model at the same level. The direct and indirect lighting data is used to calculate an average across the entire model. It does not incorporate the model normals, or any normal maps, to determine lighting.

Flat Light is useful for creating models that are highly robust to local lighting, but sacrifices detail.

Poiyomi Flat Shading

Flat Shading. Completely life-less.

Force Ramped Lightmap​

Type
Toggle

Forces a ramped lightmap to be used with Flat shading.

Realistic​

Realistic lighting is a physically-based lighting model that behaves similar to the lighting found in the Unity Standard shader. It's useful for creating models that are realistic and perform well in many lighting conditions.

Poiyomi Realistic Shading

Realistic Shading.

Realistic Options

Shadow Tint​

Type
Color
Default
#FFFFFF

Shadow Tint will tint the shadow map with a specific color, useful for creating a specific stylized shading effect. This color will be mixed with the Ambient Color (if enabled) to produce the final shading.

Shadow Strength​

Type
Range
Range
0to1
Default
1

Determines how strong of a shadow is applied. A value of 0.0 will not apply any shadow, and a value of 1.0 will apply a full shadow.

Cloth​

Cloth shading is a physically-based lighting model that draws from the Cloth shading model used in Google's Filament engine. It uses a packed mask to determine physically-based components of the lighting.

Cloth PBR is Built-In

Cloth shading has Reflections & Specular already built-in. Therefore, it's not necessary to use both Cloth shading and Reflections & Specular at the same time!

Cloth Options

Shadow Tint​

Type
Color
Default
#FFFFFF

Shadow Tint will tint the shadow map with a specific color, useful for creating a specific stylized shading effect. This color will be mixed with the Ambient Color (if enabled) to produce the final shading.

MultScatter Cloth DFG​

Type
Texture Slot
Accepts
Color texturesRGB On
Default
dfg-multiscatter-cloth.exr

This is a built-in data texture that contains a pre-baked lookup table for the cloth model. It cannot be modified.

Maps​

Type
Texture Slot
Accepts
Data texturesRGB Off

The map texture defines multiple settings of the Cloth lighting across different parts of the material. These maps are packed into a single texture, which increases performance and reduces memory usage.

This texture can be exported from programs like Adobe Substance Painter as a pre-packed map, or packed using the inline packing tool included with the Poiyomi Shaders package.

Metallic Map​

The metallic map defines where the material should be metallic, and where it should be non-metallic (dielectric). This should generally be black or white, with few situations requiring in-between values.

Cloth Mask​

The cloth mask defines where there should be standard specular and diffuse lighting, and where the cloth model should be rendered. This should generally be black or white, with white representing the cloth model, and black representing the standard specular and diffuse lighting.

Reflectance​

The reflectance mask defines the reflectivity of the model. Reflectivity is a physically-based-shading parameter that determines how much reflection a non-metallic surface will have. This can often be left white, but can be used to create a more realistic look.

Smoothness​

The Smoothness map defines where the material should be smoother, and where it should be rougher. This value can vary smoothly between 0.0 and 1.0 according to variations and different parts of a material.

Clothmask Lerp​

Type
Toggle

Clothmask Lerp defines whether the cloth mask should lerp (linearally interpolate) between the cloth shading and realistic shading. This should generally be left off.

Metallic​

Type
Range
Range
0to1

How metallic the material should be. Metallic materials are usually used for (as would be expected) metals. The defining feature of metallic surfaces is that reflections are tinted with the color of the material. For non-metallic materials, the reflections are not tinted.

This value is multiplied with the value of the Metallic Map. If no metallic map is defined, this setting is used directly.

Reflectance​

Type
Range
Range
0.35to1

Reflectivity is a physically-based-shading parameter that determines how much reflection a non-metallic surface will have. This heavily influences the look of the cloth shading, and will vary heavily according to different types of cloth.

Smoothness​

Type
Range
Range
0to1

How smooth the material should be. Smoothness is a value that controls how diffuse, or blurred, highlights and reflections are. A value of 0.0 means that the material is completely diffuse, meaning reflections will be highly blurred, and specular reflections will be large and not very bright. A value of 1.0 means that the material is completely smooth, and will have very small and concentrated specular.

Smoothness is the opposite of Roughness, and they can be converted by inverting the value - 0.2 roughness is 1.0 - 0.2 = 0.8 smoothness, and 0.7 smoothness would be 1.0 - 0.7 = 0.3 roughness.

This value is multiplied with the value of the Smoothness Map. If no smoothness map is defined, this setting is used directly.

SDF​

SDF (Signed Distance Field) is a complex shading style that defines how shadows should act based on the direction of light. This can create cell-looking shadows in a way similar to how Mihoyoverse renders their models (Genshin Impact, Zenless Zone Zero, etc.)

SDF is NOT universal

In a similar fashion to having a Shadow Map, SDF requires a specialized data texture, specific to your model, in order for the appearance of SDF to appear as intended.

Therefore, the results will appear "flat" if there is no texture defined.

SDF Options

Shadow Tint​

Type
Color
Default
#FFFFFF

Shadow Tint will tint the shadow with a specific color, useful for creating a specific stylized shading effect. This color will be mixed with the Ambient Color (if enabled) to produce the final shading.

SDF​

Type
Texture Slot
Accepts
Data texturesRGB Off

Defines the Signed Distance Field to use for the shading.

Blur​

Type
Range
Range
0to1
Default
0.1

Defines how much to blur the shadow out from the SDF's borders. A value of 0.0 will not blur the shadow, and a value of 1.0 will blur the shadow to the edge of the lightmap.

Forward Direction​

Type
Float3
Default
X0Y0Z1

Defines the direction of the shading in the forward direction, in X Y and Z coordinates.

Left Direction​

Type
Float3
Default
X-1Y0Z0

Defines the direction of the shading in the leftward direction, in X Y and Z coordinates.

Shadow Strength​

Type
Range
Range
0to1
Default
1

Determines how strong of a shadow is applied. A value of 0.0 will not apply any shadow, and a value of 1.0 will apply a full shadow.

Ignore Indirect Shadow Color​

Type
Range
Range
0to1
Default
1

Determines whether or not to incorporate the full ambient color into the lighting calculation. A value of 0.0 will fully tint the shadow with the ambient color, and a value of 1.0 will ignore it.

Add Pass (Point & Spot Lights)​

These options affect how shading is performed in the Add pass. This pass is used for realtime lights like Point, Spot, and Directional lights.

Lighting Type (Add Pass)​

Type
Dropdown
Options
ToonRealisticSame as Base Passdefault

Which lighting model to use for the Add pass.

Toon​

Toon add pass lighting behaves somewhat like the Multilayer Math lighting mode. It uses gradient settings to determine the start and end points of the added lighting. This is the most common Add Pass to use for Toon-based shading.

Toon Options (Add Pass)

Gradient Start​

Type
Range
Range
0to1
Default
0

Start point of the ramp gradient. Any lighting below this point will be set to maximum lighting.

Gradient End​

Type
Range
Range
0to1
Default
0.5

End point of the ramp gradient. Any lighting above this point will be set to minimum lighting.

Realistic​

Realistic add pass lighting uses a physically-based lighting model to determine the added lighting. It is appropriate for most non-heavily-styled models.

Same as Base Pass​

Makes the Add Pass Lighting match close to your Lighting Type (Base Pass) settings. Be aware that the results of using this option will vary.

Global Masks​

LightMap to Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

If set, will send the Lighting data to a Global Mask of your choice as a mask. This will make the data written to the Global Mask appear based on it's illumination from the environment.

Inversed LightMap to Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

If set, will send inverted Lighting data to a Global Mask of your choice as a mask. This is similar to the above option, but it will invert the data instead.