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Forest Demo Breakdown
This page describes the major points about how the forest demo was created.
Alpha channel of Shadow Tint controls the strength of diffuse attenuation.
Alpha=100% | Alpha=50% |
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Ramp Threshold controls where the shadow should start.
Ramp Threshold=0.187 | Ramp Threshold=-0.23 |
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Ramp Smoothness controls the rate at which a bright area changes into the dark.
Ramp Smoothness=0.713 | Ramp Smoothness=0.11 |
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The shader supports triple-step ramps out of the box (Triple Ramp toggle). The position of the second step is also controllable.
Double Ramp | Triple Ramp |
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Rim toggle enables rim (Fresnel) reflections.
Rim On | Rim Off |
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Rim color supports HDR, which can be used for bloom. To implement bloom, one should:
- Enable
HDR
inUniversalRenderPipelineAsset
- Enable the
Post Processing
toggle on the camera - Add the
Volume
component to the camera, create a profile - Click
Add Override/Post Processing/Bloom
and configure bloom's parameters
Bloom Off | Bloom On |
---|---|
Additional Lights are enabled by default in the shader. Make sure they are enabled in UniversalRenderPipelineAsset
. Additional lights use the same ramp that is used for the main light.
Screen Space Ambient Occlusion is an image effect that adds shadows near objects' intersections (such areas are assumed to "trap" light rays). The toon shader supports URP's SSAO out of the box. Documentation for SSAO is available here.
SSAO On
SSAO Off
The demo relies on UnityFx.Outline package. More details on configuring it for URP are available in the official README.
Outline On
Outline Off