Screen Space Dirt
This section contains settings that control the Screen-Space Dirt effect.
Various slits and cavities are prone to accumulating dirt and dust, while edges tend to wear, scratch and change their initial color, usually this is simulated using so-called curvature maps prepared for each model.
Using this effect allows you to perform curvature mapping (simulate worn scratched edges and accumulation of dirt and dust in cavities) in the screen space for all objects globally. It saves time for large complex scenes with a lot of various models and elements making them look more natural without having to prepare textures for each of them individually.
General Options#
Screen-Space Dirt Settings
NoticeSettings are applied to materials with the Procedural Effects and Dirt states enabled.
The Screen-Space Dirt effect uses additional geometry buffer (Rendering -> Buffers -> Additional Features). If the buffer is disabled, the effect won't be rendered.
Enabled |
Toggles Screen-Space Dirt effect on and off.
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Quality |
Quality (number of samples used) of the Screen-Space Dirt effect:
- Low — 4 samples
- Medium — 8 samples
- High — 16 samples
- Ultra — 32 samples
NoticeThis parameter significantly affects performance, so choose it reasonably.
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Resolution |
Resolution used for the Screen-Space Dirt effect:
- Quarter — quarter resolution
- Half — half resolution
- Full — full resolution
NoticeThis parameter significantly affects performance, so choose it reasonably.
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Intensity |
Intensity of the Screen-Space Dirt effect. Higher values make the effect more pronounced.
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Radius |
Determines the size of the areas, where the Screen-Space Dirt effect is applied. |
Threshold |
Limits the effect in areas where information cannot be obtained. The higher the value, the less pronounced the effect is.
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Angle Bias |
Limits the effect in the range of angles, where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons.NoticeThis parameter affects both, concave and convex areas. |
Perspective |
Degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect:
- 0 — radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
- 1 — radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
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Increase Accuracy |
This option increases calculation accuracy and can be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, this option should be disabled (by default). |
Cavity Options#
These options are used to control the look of pits and other cavity areas where dirt or dust would collect.
Convexity Options#
These options are used to control highlighting and accentuating the edges of model (simulating edge wear, scratches or chipped metal.
Albedo |
Albedo texture for convexities. This texture defines wear and scratch color pattern for all convexities globally. |
Shading |
Shading texture for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). |
Texture Size |
Determines texture scaling factor for mapping. |
Color |
Color multiplier for the Albedo texture. By default, the color is white. |
Exponent |
Determines the rate of gradual change of intensity along the radius for convexities. |
Metalness |
Metalness value. When set to 0, the effect does not modify metalness buffer in convex areas. |
Metalness Visibility |
Multiplier for metalness value specified above. Determines the degree of impact of the effect on metalness buffer. |
Adjusting the SSDirt Effect Per Material#
Despite all major settings of the SSDirt effect are global and are adjusted via the Settings window, some parameters for fine tuning can be set up per material. The SSDirt effect is applied to all materials inherited from the mesh_base and terrain_global_base having the SSDirt option enabled.
To set up SSDirt for a specific material, perform the following:
- Enable the Procedural Effects option of the target material.
- Enable the SSDirt option of the target material.
- Enable the Screen-Space Dirt effect in one of the following ways:
- Via the Render Settings window: go to the Windows -> Settings -> Runtime -> Render -> SSDirt section and click Enabled.
- In the Main Menu select Rendering -> Features and choose SSDirt.
- In the Render Settings window, specify the global SSDirt settings described above.
- In the material settings (the Parameters window), specify cavity and convexity masks in the procedural texture, UV coordinates transformation, Cavity Scale, and Convexity Scale.
Last update:
2020-11-24