Master Node
This is the main node where all settings, properties and target features can be adjusted.
All vertex ports (Position, Normal, Tangent) are in absolute World Space, to avoid unnecessary conversion from world, to object, back to world again. Use a transform node to convert from object to world when needed.
Target Options
Shader Name
Name used for the generated shaderCustom Editor
Set a Custom Editor (opens in a new tab). Default editor used when emptyFallback
Set a Fallback (opens in a new tab)Graph Precision
Default precision used for nodes. Some nodes override this and use full precision by defaultDefault Preview
Default preview mode used when creating a new node. Disable for the best performanceInclude
A string included after default includes. Supports multiple linesOutline Pass
Creates a copy of the first pass in the target. UseOutline Pass Branch
node to control outputs for this passStencil
Add stencil options on the material
Shader Properties
Use +/-
to add or remove properties.
💡
Created properties appear in the Create Node menu under the
MaterialProperties
section
Lit Target
Graph Options
Normal
Set Normal dropoff for the fragment shaderSpecular
Disable Specular Highlighs and Reflections
Material Features
- Bakery Mono SH
- Lightmapped Specular
- Bicubic Lightmap
Unlit Target
- Enable
Custom Lighting
toggle on the master node to generate passes and all required keywords for lighting