Game Development Reference
In-Depth Information
Type
Description
alpha
This is the alpha blending mode. This is used for semitransparent shaders.
This is the alpha testing mode. This is used for transparent-cutout shaders. The cut-off value is in the
float variable with VariableName .
alphatest:VariableName
vertex:VertexFunction
This is the custom vertex modification function. See tree bark shader, for example.
exclude_path:prepass or
exclude_path:forward
This does not generate passes for the given rendering path.
This adds shadow caster and collector passes. This is commonly used with custom vertex modification so
that shadow casting also gets a procedural vertex animation.
addshadow
dualforward
This uses dual lightmaps in the forward path.
fullforwardshadows
This supports all shadow types in the forward rendering path.
decal:add
This is an additive decal shader (for example, terrain AddPass ).
decal:blend
This is a semitransparent decal shader.
softvegetation
This makes the surface shader render only when soft vegetation is on.
Noambient
This does not apply any ambient lighting or spherical harmonic lights.
novertexlights
This does not apply any spherical harmonics or per-vertex lights in forward rendering.
nolightmap
This disables lightmap support in this shader (makes a shader smaller).
This disables forward rendering of an additive pass. This makes the shader support one full directional
light, with all other lights computed per vertex/SH. This makes shaders smaller as well.
Noforwardadd
This computes normalized view direction per vertex instead of per pixel for shaders that need it. This is
faster, but view direction is not entirely correct when the camera gets close to the surface.
approxview
This passes a half-direction vector into the lighting function instead of view direction. Half direction will
be computed and normalized per vertex. This is faster, but not entirely correct.
halfasview
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