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View Clip Prevention

View Clip Prevention (also known as the Uzumore Shader integration) is a Vertex-based feature that "pushes" the mesh back when the camera gets too close to the object, preventing the camera from seeing inside the mesh. In some ways, this can make things a little more immersive.

Example of View Clip Prevention in action.

Animation Toggle

  • Type: Toggle

This is used to globally toggle the Uzumore Shader's effect across the entire material.

Reminder

Make sure to tag this checkbox as animated if creating toggles for this feature. Animating the Section Header will not work! Read More

Push Amount (m)

  • Type: Float
    • Default: 0.1

Measured in meters, this controls how far the mesh will be pushed back when the camera penetrates inside the mesh.

Don't set it too high

Setting this value too high may cause unintended burying. It's best to keep it around 0.1 or 0.2. 1

Push Bias

  • Type: Float
    • Default: 0.001

This measures the bias of the push amount.

Push Mask (A)

  • Type: Data Texture (sRGB = OFF)

Texture Mask that can set the range on where the effect becomes active. White areas on the texture enable sinking, while Black areas disable the effect.

Push Mask Channel

  • Type: Dropdown, Options: R/G/B/A

Which channel from the Push Mask to use as the mask.

Footnotes

  1. Parameter Description: How far to bury (Translated from Japanese)