Features Overview
These features are shared across all variants crated with this system.
Accurate PBR ShadingUpdated lighting functions from Filament (opens in a new tab). This improves fresnel of the material, especially on metallic materials, with energy compensationBakery Mono SHMono SH lightmaps have a higher normal map contrast compared to unity directional lightmaps Bakery Docs (opens in a new tab)Lightmapped SpecularCreate specular highlights based on directional lightmaps. This is a good cheap alternative to realtime lights in VRChat because of built-in pipeline limitations. Works well with Mono SH.Lightmap Specular OcclusionLightmap intensity used for occluding reflection probes for reduced reflections in dark areasLightmapped Area Light Specular Approximationreduced smoothness in areas where there is less directionality for more accurate lightmapped specular Frostbite (opens in a new tab)Geometric Specular AAModifies smoothness depending on geometry to reduce specular shimmering GSAA (opens in a new tab)Box Projection on QuestEnables box projection on android, even if its disabled in the unity projectAlpha to CoverageAnti-alias edges of cutout materials Ben Golus (opens in a new tab)Improved ParallaxIncreased Parallax steps countBicubic LightmapSmoother lightmap at the small cost of sampling it multiple times and performing bicubic filtering in the shader Bakery Docs (opens in a new tab)Emission Multiply BaseMultiply Emission with AlbedoEmission GI MultiplierAdjusts emission intensity used for baking lightmaps in the Meta passNon-Important lights per pixelCheaper real-time lights done in one pass. Does not work with lightmapped object. To use this select a light and set mode to non-importantCentroid Lightmap UVsFix for lightmap bleeding with very tight packingRealtime Area lightsLTCGI (opens in a new tab), Area Lit (opens in a new tab)AnisotropySupports Tangent maps. You can export tangent maps in substance painter with Anisotropy Conversion Generator (opens in a new tab)Shader ConfigA very customizable way of enabling/disabling existing features globally in the project for all shader variants