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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!

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: Float, Range: 0.0 - 3.0
    • Default: 1.0

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: Float, Range: 0.0 - 1.0

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: Float, Range: 0.0 - 10.0

Controls the distortion of the Refraction.

Blur

  • Type: Toggle

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

Pattern

  • Type: Dropdown, Options: Sunflower/Gaussian/Hexagonal

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

Blur Distance

  • Type: Float, Range: 0.0 - 1.0

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

Blur Quality

  • Type: Integer, Range: 1 - 20

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: 1 - 10

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: Float, Range: 0.0 - 1.0

Applies a Smoothness modifier to the Blur.

Center Importance

  • Type: Float, Range: 0.0 - 1.0
    • Conditional: Requires Pattern 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
    • Conditional: Requires Use Depth to be enabled.

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

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.

Hue Shift

  • Type: Toggle

Enable Hue Shifting of the Grab Pass Color.

Color Space

  • Type: Dropdown, Options: OKLab/HSV

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 Select/Hue Shift
    • Default: Hue Shift

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: Float, Range: 0.0 - 1.0

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.

Advanced

Use Material Alpha

  • Type: Toggle

Directly uses the alpha of the material to define the blend amount (how much the Grab Pass color is blended with the base color).

If enabled, the below Blend Map and Blend Amount settings will be ignored.

Blend Map

  • Type: Data Texture (sRGB = Off)

Texture that defines where the Grab Pass should be blended. White means the Grab Pass is fully blended, black means the Grab Pass is not blended at all. Can be thought of as an inverse opacity map.

Blend Amount

  • Type: Float, Range: 0.0 - 1.0

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.

Global Mask

  • Type: Dropdown, Options: Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A

Select which Global Mask should be used as the Blend Map.

Source/Destination Blend

  • Type: Dropdown, Options: Zero/One/DstColor/SrcColor/OneMinusDstColor/SrcAlpha/OneMinusSrcColor/DstAlpha/OneMinusDstAlpha/SrcAlphaSaturate/OneMinusSrcAlpha

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.