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A billboards_impostor_base material is used for impostors. It can be used for project optimization, when Cluster object will be replaced with ObjectBillboards.
In this tab you can set available settings and options:
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 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).
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 enables the shading texture for the material.
Microfiber Map enables using of the Alpha channel of the shading texture that stores the microfiber texture.
Translucent Map activates an additional translucent texture.
SSAO enables the screen-space ambient occlusion effect.
SSR enables the screen-space reflections effect.
SSS enables the subsurface scattering effect.
DOF enables the depth of field effect.
Motion Blur enables motion blur.
Sun Shafts simulates visible volumetric shadows, arising when a bright world light source is partially obscured by the object.
In this tab you can choose textures for billboards:
Material Settings, Textures tab
The following base textures are available:
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.
A shading texture is a container for four different 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 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.
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
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.
Albedo is a multiplier of the base color of the surface provided by the albedo texture.
Metalness is a multiplier of metalness.
Roughness is a multiplier of the roughness of a surface.
Specular is a multiplier for the intensity of highlight provided by the specular texture.
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 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 sets an offset of impostors shadows.
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.
This group of parameters determines coordinates transformation of impostors
Phi determines the number of frames grabbed into the impostor texture (horizontal camera rotation).
Theta determines the number of frames grabbed into the impostor texture (vertical camera rotation).
Size size of the object for which impostors were grabbed.
Pivot Offset offset of the pivot point from the center of the object's bounding box.