Main Render Settings: Difference between revisions
(Finished the first main section.) |
(Started adding the AudioLink section) |
||
Line 1: | Line 1: | ||
[[File:Main Render Settings.jpg]] | [[File:Main Render Settings.jpg]] | ||
=== Fast Fur Render Pipeline === | |||
This determines how the shader works internally. The "Turbo Pipeline" is much faster than the "Fallback Pipeline", and is always the recommended option. Consult the [[Fast Fur Render Pipeline options|Fast Fur Render Pipeline options]] page for more details. | This determines how the shader works internally. The "Turbo Pipeline" is much faster than the "Fallback Pipeline", and is always the recommended option. Consult the [[Fast Fur Render Pipeline options|Fast Fur Render Pipeline options]] page for more details. | ||
=== Render Mode === | |||
If the shader is set to "Cutout", then any areas where the Albedo Map's Alpha channel is lower than the "Alpha Cutoff" value will be see-through. "Opaque" disables this feature. | If the shader is set to "Cutout", then any areas where the Albedo Map's Alpha channel is lower than the "Alpha Cutoff" value will be see-through. "Opaque" disables this feature. | ||
[[File:UV insufficient overpainting seam.png|thumb|An example of a visible black UV seam caused by insufficient overpainting.]] | [[File:UV insufficient overpainting seam.png|thumb|An example of a visible black UV seam caused by insufficient overpainting.]] | ||
=== Aggressively Hide Albedo UV Seams === | |||
Hair combing works by shifting texture sample UV coordinates. For the albedo map, this allows the shader to colour each hair to match the colour at the hair's root. | Hair combing works by shifting texture sample UV coordinates. For the albedo map, this allows the shader to colour each hair to match the colour at the hair's root. | ||
Line 16: | Line 16: | ||
The ideal fix is to add more overpainting to the albedo map using Substance Painter, Blender, or whichever program originally created the textures. If this is not possible, then "Agressively Hide Albedo UV Seams" can be used to disable the UV texture shifting for the albedo map. The downside of this feature is that the individual hairs will no longer be consistently coloured, but rather they will change colour along their lengths as the albedo map changes colour below them. | The ideal fix is to add more overpainting to the albedo map using Substance Painter, Blender, or whichever program originally created the textures. If this is not possible, then "Agressively Hide Albedo UV Seams" can be used to disable the UV texture shifting for the albedo map. The downside of this feature is that the individual hairs will no longer be consistently coloured, but rather they will change colour along their lengths as the albedo map changes colour below them. | ||
=== Albedo Hue Shift === | |||
Allows the albedo map's colour to be "rotated", so that Red -> Green -> Blue -> Red. | Allows the albedo map's colour to be "rotated", so that Red -> Green -> Blue -> Red. | ||
If the "Albedo Hue Shift Cycling" is set to use an AudioLink channel, then the hue will shift whenever the matching AudioLink band is active, with stronger sounds rotating faster. When the sound stops, the rotation will stop, and it will remain on the colour it has stopped at until another matching sound plays. | If the "Albedo Hue Shift Cycling" is set to use an AudioLink channel, then the hue will shift whenever the matching AudioLink band is active, with stronger sounds rotating faster. When the sound stops, the rotation will stop, and it will remain on the colour it has stopped at until another matching sound plays. | ||
=== Smoothness === | |||
''Smoothness currently only affects the skin. The fur has simplified lighting, and does not currently support it.'' | ''Smoothness currently only affects the skin. The fur has simplified lighting, and does not currently support it.'' | ||
Smoothness determines how sharp or diffuse light reflections are. There are 2 possible sources for the Smoothness strength: the albedo texture alpha channel, or the metallic texture alpha channel. If the metallic texture alpha texture is selected, but no metallic texture is provided, then the Smoothness will be directly settable with a slider instead | Smoothness determines how sharp or diffuse light reflections are. There are 2 possible sources for the Smoothness strength: the albedo texture alpha channel, or the metallic texture alpha channel. If the metallic texture alpha texture is selected, but no metallic texture is provided, then the Smoothness will be directly settable with a slider instead | ||
=== Metallic === | |||
The metallic map is a single channel map (ie. red) that determines how metallic the surface it. | The metallic map is a single channel map (ie. red) that determines how metallic the surface it. | ||
Line 33: | Line 33: | ||
Note that the fur uses a simplified approximation of metallic lighting, and will not match the appearance of the skin which uses Unity's standard lighting functions. The fur only takes metallic texture samples at each vertex, which are then averaged across the surface of each triangle. | Note that the fur uses a simplified approximation of metallic lighting, and will not match the appearance of the skin which uses Unity's standard lighting functions. The fur only takes metallic texture samples at each vertex, which are then averaged across the surface of each triangle. | ||
=== Occlusion Map === | |||
The occlusion map is a single channel map (ie. red) that determines how much | The occlusion map is a single channel map (ie. red) that determines how much light is able to reach the surface. | ||
Currently, the occlusion map is also used by the fur "Touch Response" feature, to selectively turn responsiveness off and prevent it from triggering falsely in body crevices. | Currently, the occlusion map is also used by the fur "Touch Response" feature, to selectively turn responsiveness off and prevent it from triggering falsely in body crevices. | ||
=== Reflections === | |||
If a world does not have reflection probes, then this option will do nothing. | |||
''The fur will only reflect if it is metallic, since it currently does not support smoothness.'' The skin will reflect if it is metallic and/or smooth. | |||
=== Show/Hide in Mirror === | |||
This feature is specific to VR Chat mirrors. Determines if the shader will only render in mirrors, not render in mirrors, or always render. | |||
== AudioLink and Luma Glow Master Controls == | |||
[[File:AudioLink.jpg]] | |||
=== Master Enable / Strength === | |||
The Master controls affect all AudioLink effects: | |||
* Decals | |||
* Emission Map | |||
* Albedo Hue Cycling | |||
* Hair Vibration | |||
These individual AudioLink effects must also be enabled and configured separately, in their respective shader settings. | |||
=== Dynamic Layers === | |||
[[File:Dynamic Layers.gif|none|thumb|A close-up of my ear, showing the dynamic layers in action (recorded using the Super Pipeline).]] | |||
Dynamic layers apply AudioLink effects as a moving layer, starting at the hair's roots and moving outwards towards the tips. | |||
Because the number of fur layers being rendered decreases with distance, the dynamic layer effect is most pronounced at closer distances when lots of layers of fur are being rendered. At further distances the effect will tend to strobe, rather than appear to be moving. | |||
====== | === Static Layers === | ||
Revision as of 18:46, 8 July 2023
Fast Fur Render Pipeline
This determines how the shader works internally. The "Turbo Pipeline" is much faster than the "Fallback Pipeline", and is always the recommended option. Consult the Fast Fur Render Pipeline options page for more details.
Render Mode
If the shader is set to "Cutout", then any areas where the Albedo Map's Alpha channel is lower than the "Alpha Cutoff" value will be see-through. "Opaque" disables this feature.
Aggressively Hide Albedo UV Seams
Hair combing works by shifting texture sample UV coordinates. For the albedo map, this allows the shader to colour each hair to match the colour at the hair's root.
However, if a sample location is adjacent to a UV island edge, this may cause the sample to be taken from a location that is outside of the visible mesh. If the texture does not have enough "overpainting", then the sample may be black or some other incorrect colour.
The ideal fix is to add more overpainting to the albedo map using Substance Painter, Blender, or whichever program originally created the textures. If this is not possible, then "Agressively Hide Albedo UV Seams" can be used to disable the UV texture shifting for the albedo map. The downside of this feature is that the individual hairs will no longer be consistently coloured, but rather they will change colour along their lengths as the albedo map changes colour below them.
Albedo Hue Shift
Allows the albedo map's colour to be "rotated", so that Red -> Green -> Blue -> Red.
If the "Albedo Hue Shift Cycling" is set to use an AudioLink channel, then the hue will shift whenever the matching AudioLink band is active, with stronger sounds rotating faster. When the sound stops, the rotation will stop, and it will remain on the colour it has stopped at until another matching sound plays.
Smoothness
Smoothness currently only affects the skin. The fur has simplified lighting, and does not currently support it.
Smoothness determines how sharp or diffuse light reflections are. There are 2 possible sources for the Smoothness strength: the albedo texture alpha channel, or the metallic texture alpha channel. If the metallic texture alpha texture is selected, but no metallic texture is provided, then the Smoothness will be directly settable with a slider instead
Metallic
The metallic map is a single channel map (ie. red) that determines how metallic the surface it.
Metallic surfaces reflect light rather than absorbing and re-emitting it. Because of this, if the material is set to be metallic, but "Reflections" are turned off, the material will appear to be very dark because there is nothing to reflect except the lights in the scene.
Note that the fur uses a simplified approximation of metallic lighting, and will not match the appearance of the skin which uses Unity's standard lighting functions. The fur only takes metallic texture samples at each vertex, which are then averaged across the surface of each triangle.
Occlusion Map
The occlusion map is a single channel map (ie. red) that determines how much light is able to reach the surface.
Currently, the occlusion map is also used by the fur "Touch Response" feature, to selectively turn responsiveness off and prevent it from triggering falsely in body crevices.
Reflections
If a world does not have reflection probes, then this option will do nothing.
The fur will only reflect if it is metallic, since it currently does not support smoothness. The skin will reflect if it is metallic and/or smooth.
Show/Hide in Mirror
This feature is specific to VR Chat mirrors. Determines if the shader will only render in mirrors, not render in mirrors, or always render.
AudioLink and Luma Glow Master Controls
Master Enable / Strength
The Master controls affect all AudioLink effects:
- Decals
- Emission Map
- Albedo Hue Cycling
- Hair Vibration
These individual AudioLink effects must also be enabled and configured separately, in their respective shader settings.
Dynamic Layers
Dynamic layers apply AudioLink effects as a moving layer, starting at the hair's roots and moving outwards towards the tips.
Because the number of fur layers being rendered decreases with distance, the dynamic layer effect is most pronounced at closer distances when lots of layers of fur are being rendered. At further distances the effect will tend to strobe, rather than appear to be moving.