billboards_impostor_base
A billboards_impostor_base material is used for impostors. It can be used for project optimization, when Cluster object will be replaced with ObjectBillboards.
States
In this tab you can set available settings and options:
Deferred Buffers
Deferred Buffers enables rendering of the material into the deferred buffers. If the material is transparent, it doesn't write information into the deferred buffers by default. Enabling this state for a transparent material allows this material to write into deferred buffers and, therefore, to participate in post effects.
Lerp
Lerp enables smooth linear interpolation of sprites when the camera rotates around the object. This state should be enabled, if the grabbed impostor textures store low number of frames (i.e. the Phi and Theta values are small).
Options
AO Map
AO Map enables the ambient occlusion effect. This effect is used to modulate global environment illumination using baked shadows from environment probes. Enabling the option activates the ambient occlusion texture.
Shading Map
Shading Map enables the shading texture for the material.
Microfiber Map
Microfiber Map enables using of the Alpha channel of the shading texture that stores the microfiber texture.
Translucent Map
Translucent Map activates an additional translucent texture.
Post Processing
SSAO
SSAO enables the screen-space ambient occlusion effect.
SSR
SSR enables the screen-space reflections effect.
SSS
SSS enables the subsurface scattering effect.
DOF
DOF enables the depth of field effect.
Motion Blur
Motion Blur enables motion blur.
Sun Shafts
Sun Shafts simulates visible volumetric shadows, arising when a bright world light source is partially obscured by the object.
Textures
In this tab you can choose textures for billboards:
Material Settings, Textures tab
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Base Textures
The following base textures are available:
Albedo Texture
An albedo texture that specifies the color of the impostor surface. To create an albedo texture for impostor, use Impostors Creator tool: the texture will be set automatically after generation.
The texture is 4-channelled (RGBA):
- RGB values store color information.
- An alpha (A) value stores transparency information.
Shading Texture
A shading texture is a container for four different textures:
- The R channel stores a metalness texture.
- The G channel stores a roughness texture.
- The B channel stores a specular texture.
- The A channel stores a microfiber texture.
The texture from this channel can be used only if the Microfiber Map option is enabled.
Normal Texture
Normal texture. To create a normal texture for impostor, use Impostors Creator tool: the texture will be set automatically after generation.
Optional Textures
Ambient Occlusion Texture
Ambient occlusion texture modulates the global environment illumination, for example, when an object is lighter at the top from sky above, and darker at the bottom from the ground below. The texture uses only R channel.
Translucent Texture
Translucent texture stores information on material's translucency. For example, by using this texture, it is possible to specify parts of the object that aren't translucent (the Translucent parameter won't affect them).
The texture is 1-channelled.
Parameters
This tab represents parameters available for the material. All of the parameters have set default values, which can be replaced by your own ones. Availability of some parameters can depend on the set States tab values.
Material Settings, Parameters tab
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Base Parameters
Material Mask
Material mask is a decal bit-mask. If the material mask of the decal material matches the surface material, the decal will be projected onto it.
Base Parameters
Albedo
Albedo is a multiplier of the base color of the surface provided by the albedo texture.
Metalness
Metalness is a multiplier of metalness.
Roughness
Roughness is a multiplier of the roughness of a surface.
Specular
Specular is a multiplier for the intensity of highlight provided by the specular texture.
Microfiber
Microfiber is a coefficient to scale the intensity of the microfiber (provided by the microfiber texture). The higher the value, the higher the microfiber texture effect is.
Translucent
Translucent is a scale of the translucency effect, which permits light to pass through the object, but diffuses it so objects on the opposite side are not clearly visible.
Shadow Offset
Shadow Offset sets an offset of impostors shadows.
Normal Intensity
Normal Intensity is a coefficient to scale the intensity of the normals (provided by the normal map). The higher the value, the higher the normal texture effect is.
Transform Parameters
This group of parameters determines coordinates transformation of impostors
Transform Parameters
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Phi
Phi determines the number of frames grabbed into the impostor texture (horizontal camera rotation).
Theta
Theta determines the number of frames grabbed into the impostor texture (vertical camera rotation).
Size
Size size of the object for which impostors were grabbed.
Pivot Offset
Pivot Offset offset of the pivot point from the center of the object's bounding box.