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 NameName used for the generated shaderCustom EditorSet a Custom Editor (opens in a new tab). Default editor used when emptyFallbackSet a Fallback (opens in a new tab)Graph PrecisionDefault precision used for nodes. Some nodes override this and use full precision by defaultDefault PreviewDefault preview mode used when creating a new node. Disable for the best performanceIncludeA string included after default includes. Supports multiple linesOutline PassCreates a copy of the first pass in the target. UseOutline Pass Branchnode to control outputs for this passStencilAdd stencil options on the material
Shader Properties
Use +/- to add or remove properties.
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Created properties appear in the Create Node menu under the
MaterialProperties section
Lit Target
Graph Options
NormalSet Normal dropoff for the fragment shaderSpecularDisable Specular Highlighs and Reflections
Material Features
- Bakery Mono SH
- Lightmapped Specular
- Bicubic Lightmap
Unlit Target
- Enable
Custom Lightingtoggle on the master node to generate passes and all required keywords for lighting