Lava Lamp
Lava Lamp is a raymarching shader effect that creates a physically-based representation of a Lava Lamp. It is based off of normalizedcrow's Lava Lamp shader.
You must use the Poiyomi Pro version of Grab Pass in order to use this section.
Volume Bounds
Bake SDF + Bind Data
This button bakes the mesh with an Signed Distance Field Volume so that the Lava Lamp effect can effectively work. A separate 3D .asset is created with a representation of the SDF Volume of your mesh for the shader to use.
In order to use this function, you must edit the Material directly from the Mesh in your Scene.
SDF Volume
Type: 3D Volume Texture
Defines the Signed Distance Field 3D Volume to use for Lava Lamp.
This texture is generated upon using the Bake SDF + Bind Data option.
Min Thickness
Type: Float, Range:0.0 - 1.0
Defines the minimum thickness of the 3D Volume's gradients.
Refraction
Refractive Index
Type: Float, Range:1.0 - 1.5
Defines how the refractive effect appears from the surface, dependent on the mesh used.
Normal Strength
Type: Float, Range:0.0 - 1.0
Sets an intensity level on how much Lava Lamp should affect Normals.
Bind Data
Use Mesh Bind Data
Type: Dropdown, Options:Disabled/Enabled/Auto- Default:
Auto
- Default:
Selects which Mesh Bind Data to use. By default, this is automatic.
Bind Positions UV Channel
Type: Dropdown, Options:UV2/UV3/UV4/UV5/UV6/UV7/UV8- Default:
UV6
- Default:
Selects the Positions UV Channel to bind to.
Bind Normals UV Channel
Type: Dropdown, Options:UV2/UV3/UV4/UV5/UV6/UV7/UV8- Default:
UV7
- Default:
Selects the Normals UV channel to bind to.
Bind Tangents UV Channel
Type: Dropdown, Options:UV2/UV3/UV4/UV5/UV6/UV7/UV8- Default:
UV8
- Default:
Selects the Tangents UV channel to bind to.
World Rescale
Type: Float
Sets the scale value for the binding data reference.
Mask
Mask
Type: Data Texture (sRGB = Off)
Mask Texture to isolate which area on your UV the Lava Lamp effect should only appear within.
Lava Blobs
Shape
Type: Dropdown, Options:Blob/X Snd O/Stars/Hearts
Configures what physical shape of each Lava Blob should look like.
Padding
Type: Float, Range:0.01 - 0.2
This determines how much padding (or spacing) surrounding each blob.
Smoothing
Type: Float, Range:0.01 - 0.5
Sets how the blobs should reach to each other. Lower values are more solid, while higher values will yield a more gooey effect.
Vertical Spacing
Type: Float, Range:1.0 - 5.0
This sets how much spacing should be given for each blob when traveling from both directions. Lower values are more claustrophobic, while higher values are more spaced out.
Invisible Blob Chance
Type: Float, Range:0.0 - 1.0
Sets how random there's a chance that there will be non-visible blob. Lower values are more common blobs, while higher values yield far less blobs.
Min Size
Type: Float, Range:0.0 - 1.0
Configures the absolute smallest size possible for a blob to appear.
Max Size
Type: Float, Range:0.0 - 1.0
Configures the absolute largest size possible for a blob to appear.
Size Distribution
Type: Float, Range:-3.0 - 3.0
Configures how each blob should be distributed across the visible space.
Min Speed
Type: Float, Range:0.0 - 1.0
Configures how fast each blob should move at a minimum.
Max Speed
Type: Float, Range:0.0 - 1.0
Configures how fast each blob should move at a maximum.
Min Drift Speed
Type: Float, Range:0.0 - 5.0
Sets how much it should drift left and right at the minimum.
Max Drift Speed
Type: Float, Range:0.0 - 5.0
Sets how much total it should drift left and right at the maximum.
Reflectiveness
Type: Float, Range:0.0 - 1.0
Configures how much reflection from the lava blobs from the light should be shown.
Roughness
Type: Float, Range:0.0 - 1.0
Sets how rough or glossy the lava blobs should appear. Lower values are more glossy, while higher values are more rough.
Translucency
Type: Float, Range:0.0 - 1.0
Sets how translucent the lava appears.
Matcap
Type: Toggle
Enables the usage of a Matcap on the lava blobs.
Matcap
Type: Color Texture (sRGB = On)
Texture used for the Matcap. This can be any color texture, but it is typically a sphere texture.
Border
Type: Float, Range:0.0 - 5.0
How far toward the edge the Matcap texture should be applied. At 0.0, it would only project the very center. At 0.5, it would project all the way to the edge.
The Border value should be chosen based on how your Matcap texture appears. This is because there can be arbitrary cases depending on the UV. By default, 0.5 should be what you use as it shows the whole Matcap as-is.
Alpha
Type: Float, Range:0.0 - 1.0
Sets how much the Matcap should appear.
Blend Mode
Type: Dropdown, Options:Replace/Darken/Multiply/Lighten/Screen/Subtract/Add/Overlay/Mixed
Sets the blending operator to use for the Matcap.
Region
Scale
Type: Float, Range:0.0 - 1.0
This can set the TOTAL amount of blobs appearing all at once. Lower values are smaller blobs, while higher values are larger blobs.
Top Reservoir Height
Type: Float
Sets the region on where the lava reservoir should appear from the very top. Configure this value to match your desired location on the top.
Bottom Reservoir Height
Type: Float
Sets the region on where the lava reservoir should appear from the very bottom. Configure this value to match your desired location on the bottom.
Lava Color
Type: Color
Sets the main primary color of the blobs.
Haze Color
Type: Color
Sets the color of the hazy area contained within the lava's movement space.
Haze Density
Type: Float, Range:0.0 - 50.0
Sets how dense the hazy area should appear. This setting is used to add realism to the contained area.
Tint Color
Type: Color
Sets the tint of the hazy area.
Tint Strength
Type: Float, Range:1.0 - 100.0
Sets the strength of the tint to the hazy area.
Top Color
Type: Color
Sets what color the top reservoir should appear as.
Top Emission
Type: Float, Range:0.0 - 10.0
Sets the total brightness of the top reservoir.
Bottom Color
Type: Color
Sets what color the bottom reservoir should appear as.
Bottom Emission
Type: Float, Range:0.0 - 10.0
Sets the total brightness of the bottom reservoir.
Color Range
Type: Float, Range:0.0 - 1.0
Sets how much to blend the colors from the top reservoir to the bottom reservoir, which can tint the color of the blobs.
Flow Direction
Type: -Type: Vector4
Configures the absolute direction of flow to use on the X, Y, Z, and W axis.