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A personally used shader for common clothing and item in Unity.

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Blatke/Standard.shader

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Standard.shader

  • A shader for Unity Editor, primarily used for non-transparent clothing and objects.
  • The Chinese version of this introduction: 中文版.

Download

Please go to the Release page, and download the Source code.zip from the latest version.

Uncompress the downloaded .zip file and find the Shader folder.

Drag and drop all the files inside the Shader folder into your Project folder in Unity Editor, and then create a material in the project window. Select this new material, and on the material's inspector tab, assign its shader to Blake/Standard.

Property Descriptions

Note

This documentation is generated by DeepSeek based on the shader file.

Applies to Blake/Standard v2.3.9.

Main Settings

  • Cull Mode (_A0_CullMode)

    • Controls rendering culling mode (Back/Front/Off), determining which faces are excluded.
  • Base Color (_A1_Color)

    • Base color of the material, blended with the main texture.
  • Albedo (RGBA) (_MainTex)

    • Main color texture (RGBA channels), defining the base color and transparency.
  • Albedo Cutout (_A2_Cutout)

    • Alpha test threshold (0-1). Pixels below this value are discarded.
  • Cutout by RGB Channel (_A2_CutoutByRGB)

    • Triggers alpha cutoff based on RGB channel (Red/Green/Blue/Black/White) brightness.
  • Alpha Color Replace (_A2_AlphaColor)

    • Replaces transparent areas with a specified color, controlled by the Alpha value.
  • Alpha Color Multiplier (_A2_AlphaColorMultiplier)

    • Amplifies the "Alpha Color Replace" effect intensity (0.01-100x).
  • Occlusion (_A5_Occlusion)

    • Ambient occlusion strength (0-1). Lower values enhance dark areas.
  • Metallic (_A7_Metallic)

    • Metallic intensity (0-1). Higher values increase reflectivity.
  • Smoothness (_A6_Smoothness)

    • Surface smoothness (0-1). Higher values sharpen specular reflections.
  • Emission (RGBA) (_EmissionMap)

    • Emission texture (RGBA channels), defining glowing regions and colors.
  • Emission Color (_A8_EmissionColor)

    • Emission color, blended with the texture.
  • Emission Strength (_A8_EmissionStrength)

    • Overall emission intensity (0-5), controlling brightness.

Dissolution Edge

  • Dissolution Color (_E1_DissolutionColor)

    • Edge color (RGBA) for transparent regions during dissolution.
  • Dissolution Width (_E2_DissolutionWidth)

    • Edge width (0-1). Larger values expand the dissolution range.
  • Dissolution Emission (_E3_DissolutionEmission)

    • Emission intensity (0-5) for dissolution edges.
  • By Detail Albedo (_E8_DissoByDetailTex)

    • Dissolution trigger mode: 0=Ignore detail texture, 1=Use both main/detail textures, 2=Detail texture only.

Detail Albedo

  • Detail Albedo (RGBA) (_DetailAlbedoMap)

    • Detail color texture for overlaying additional patterns on the main texture.
  • Detail Albedo Cutout (_A3_DetailTexCutout)

    • Alpha test threshold (0-1) for the detail texture.
  • Cutout by RGB Channel (_A3_DetailTexCutoutByRGB)

    • Triggers alpha cutoff based on detail texture's RGB channel (Red/Green/Blue/Black/White) brightness.
  • Detail Albedo Tint (_A3_DetailTexTint)

    • Tint color (RGB) for adjusting detail texture hues.
  • Detail Albedo Weight (_A3_DetailTexWeight)

    • Blending weight (0-1) for detail texture visibility.
  • Detail Albedo Blend (_A3_DetailTexBlend)

    • Blending mode: 0=Interpolation, 1=Multiplicative overlay.
  • Affect Alpha Color (_A3_DetailTexAffectAlphaColor)

    • Whether the detail texture affects "Alpha Color Replace" (0=No, 1=Yes).

OMS from Detail Albedo

  • Occlusion Plus (R) (_A501_OcclusionMinusDetailTex_Red)

    • Enhances ambient occlusion via the detail texture's red channel (0-1).
  • Occlusion Plus (G) (_A502_OcclusionMinusDetailTex_Green)

    • Enhances ambient occlusion via the detail texture's green channel (0-1).
  • Occlusion Plus (B) (_A503_OcclusionMinusDetailTex_Blue)

    • Enhances ambient occlusion via the detail texture's blue channel (0-1).
  • Occlusion Tex Invert (_A510_OcclusionDetailTex_Invert)

    • Inverts occlusion influence from the detail texture (0=Normal, 1=Inverted).
  • Metallic Plus (R) (_A701_MetallicPlusDetailTex_Red)

    • Boosts metallic effect via the detail texture's red channel (0-1).
  • Metallic Plus (G) (_A702_MetallicPlusDetailTex_Green)

    • Boosts metallic effect via the detail texture's green channel (0-1).
  • Metallic Plus (B) (_A703_MetallicPlusDetailTex_Blue)

    • Boosts metallic effect via the detail texture's blue channel (0-1).
  • Metallic Tex Invert (_A710_MetallicDetailTex_Invert)

    • Inverts metallic influence from the detail texture (0=Normal, 1=Inverted).
  • Smoothness Plus (R) (_A601_SmoothPlusDetailTex_Red)

    • Enhances smoothness via the detail texture's red channel (0-1).
  • Smoothness Plus (G) (_A602_SmoothPlusDetailTex_Green)

    • Enhances smoothness via the detail texture's green channel (0-1).
  • Smoothness Plus (B) (_A603_SmoothPlusDetailTex_Blue)

    • Enhances smoothness via the detail texture's blue channel (0-1).
  • Smooth Tex Invert (_A610_SmoothDetailTex_Invert)

    • Inverts smoothness influence from the detail texture (0=Normal, 1=Inverted).

Color Mask

  • Mask (RGBA) (_D_ColorMask)

    • Color mask texture (RGB channels) to differentiate effect regions.
  • Color Mask Strength (_D101_ColorMaskStrength)

    • Overall mask intensity (0-1). Higher values amplify color replacement.
  • Color Mask Multiplier (_D101_ColorMaskMultiplier)

    • Amplifies mask effect intensity (0.01-100x).
  • Color Mask map to (_D102_ColorMaskMapTo)

    • Mask target: 0=Base color, 1=Detail texture, 2=Both.
  • Affect Mode (_D103_ColorMaskAffectMode)

    • Mode to affect albedo: 0=Albedo only (alpha value greater than 0), 1=Alpha only (alpha value less than 1.0), 2=Both
  • Red to Color (_D911_ColorMaskToColor_Red)

    • Target color (RGBA) for red mask regions.
  • Red Strength (_D912_ColorMaskStr_Red)

    • Red region color replacement strength (0-10).
  • Red Emission (_D913_ColorMaskEmit_Red)

    • Red region emission intensity (0-10).
  • Green to Color (_D921_ColorMaskToColor_Green)

    • Target color (RGBA) for green mask regions.
  • Green Strength (_D922_ColorMaskStr_Green)

    • Green region color replacement strength (0-10).
  • Green Emission (_D923_ColorMaskEmit_Green)

    • Green region emission intensity (0-10).
  • Blue to Color (_D931_ColorMaskToColor_Blue)

    • Target color (RGBA) for blue mask regions.
  • Blue Strength (_D932_ColorMaskStr_Blue)

    • Blue region color replacement strength (0-10).
  • Blue Emission (_D933_ColorMaskEmit_Blue)

    • Blue region emission intensity (0-10).
  • Cyan to Color (_D941_ColorMaskToColor_Cyan)

    • Target color (RGBA) for cyan (blue-green) mask regions.
  • Cyan Strength (_D942_ColorMaskStr_Cyan)

    • Cyan region color replacement strength (0-10).
  • Cyan Emission (_D943_ColorMaskEmit_Cyan)

    • Cyan region emission intensity (0-10).
  • Fuchsia to Color (_D951_ColorMaskToColor_Fuchsia)

    • Target color (RGBA) for fuchsia (red-blue) mask regions.
  • Fuchsia Strength (_D952_ColorMaskStr_Fuchsia)

    • Fuchsia region color replacement strength (0-10).
  • Fuchsia Emission (_D953_ColorMaskEmit_Fuchsia)

    • Fuchsia region emission intensity (0-10).
  • Yellow to Color (_D961_ColorMaskToColor_Yellow)

    • Target color (RGBA) for yellow (red-green) mask regions.
  • Yellow Strength (_D962_ColorMaskStr_Yellow)

    • Yellow region color replacement strength (0-10).
  • Yellow Emission (_D963_ColorMaskEmit_Yellow)

    • Yellow region emission intensity (0-10).
  • White to Color (_D971_ColorMaskToColor_White)

    • Target color (RGBA) for white mask regions.
  • White Strength (_D972_ColorMaskStr_White)

    • White region color replacement strength (0-10).
  • White Emission (_D973_ColorMaskEmit_White)

    • White region emission intensity (0-10).

Bump and Eraser

  • Normal Map (_BumpMap)

    • Primary normal map for surface凹凸 details.
  • Normal Strength (_A901_NormalStrength)

    • Intensity of the primary normal map (0-10).
  • Normal Blur (_A9011_NormalBlur)

    • Blur level for the primary normal map (0-2). Higher values increase blur.
  • Detail Normal Map 1 (_DetailNormalMap)

    • First-layer detail normal map for additional surface details.
  • Detail Normal 1 Strength (_A902_DetailNormal1Strength)

    • Intensity of the first-layer detail normal (0-10).
  • Detail 1 Blur (_A9021_DetailNormal1Blur)

    • Blur level for the first-layer detail normal (0-2).
  • Detail Normal Map 2 (_DetailNormalMap2)

    • Second-layer detail normal map for further surface refinement.
  • Detail Normal 2 Strength (_A903_DetailNormal2Strength)

    • Intensity of the second-layer detail normal (0-10).
  • Detail 2 Blur (_A9031_DetailNormal2Blur)

    • Blur level for the second-layer detail normal (0-2).
  • Bump Easer Mask (_A_BumpEraserMask)

    • Normal eraser mask (RGBA) defining regions to erase normal effects.
  • Bump Eraser Threshold (_A920_BumpEraserThreshold)

    • Eraser threshold (0-1). Higher values expand erased areas.
  • Bump Eraser Multiplier (_A920_BumpEraserMultiplier)

    • Amplifies eraser effect intensity (0.01-100x).
  • Bump Eraser Red (_A921_BumpEraser_Red)

    • Eraser strength for red regions (0-1).
  • Bump Eraser Green (_A922_BumpEraser_Green)

    • Eraser strength for green regions (0-1).
  • Bump Eraser Blue (_A923_BumpEraser_Blue)

    • Eraser strength for blue regions (0-1).
  • Bump Eraser Cyan (_A924_BumpEraser_Cyan)

    • Eraser strength for cyan regions (0-1).
  • Bump Eraser Fuchsia (_A925_BumpEraser_Fuchsia)

    • Eraser strength for fuchsia regions (0-1).
  • Bump Eraser Yellow (_A926_BumpEraser_Yellow)

    • Eraser strength for yellow regions (0-1).
  • Bump Eraser White (_A927_BumpEraser_White)

    • Eraser strength for white regions (0-1).
  • Affect Normal Map (_A931_BumpEraserNormal)

    • Whether eraser affects the primary normal map (0=No, 1=Yes).
  • Affect Detail Normal Map 1 (_A941_BumpEraserDetailNormal1)

    • Whether eraser affects the first-layer detail normal (0=No, 1=Yes).
  • Affect Detail Normal Map 2 (_A951_BumpEraserDetailNormal2)

    • Whether eraser affects the second-layer detail normal (0=No, 1=Yes).

Wetness

  • Wetness Map (_B_WetnessMap)

    • Wetness distribution map defining damp regions.
  • Wetness Density (_B1_WetnessDensity)

    • Wetness texture density (0-100), controlling tiling frequency.
  • Wetness Strength (_B2_WetnessStrength)

    • Overall wetness intensity (0-1).
  • Wetness Bump Map (_B_WetnessBumpMap)

    • Wetness normal map for damp surface details.
  • Wetness Bump (_B3_WetnessBump)

    • Wetness normal intensity (0-5).
  • with Fluid (_B9_WetnessWithFluid)

    • Whether wetness interacts with fluid effects (0=No, 1=Yes).

Fluid

  • Fluid Map (_C_FluidMap)

    • Fluid distribution map defining liquid regions.
  • Fluid Normal (_C_FluidNormal)

    • Fluid normal map for liquid surface details.
  • Fluid Color (_C1_FluidColor)

    • Fluid color (RGBA), affecting liquid region hues.
  • Fluid Density (_C2_FluidDensity)

    • Fluid texture density (0-100), controlling tiling frequency.
  • Fluid Strength (_C3_FluidStrength)

    • Overall fluid intensity (0-10).
  • Fluid Emission (_C4_FluidEmission)

    • Fluid emission intensity (0-5).
  • Fluid Bump (_C5_FluidBump)

    • Fluid normal intensity (0-10).
  • Fluid Rotation (_C6_FluidRotation)

    • Fluid texture rotation angle (-180°~180°).
  • Fluid Enhance Level (_C7_FluidEnhanceLv)

    • Fluid detail enhancement levels: 0=None, 1=Add one layer, 2=Add two layers.
  • Fluid Mask (RGBA) (_C_FluidMask)

    • Fluid mask texture differentiating parameters per color channel.
  • Mask Strength (_C900_FluidMaskStrength)

    • Overall fluid mask intensity (0-1).
  • Red Strength (_C901_FluidMaskStrength_Red)

    • Fluid intensity for red regions (0-1).
  • Red Rotate (_C905_FluidRotation_Red)

    • Red region fluid texture rotation angle (-180°~180°).
  • Red Position X/Y (_C906/7_FluidPositionX/Y_Red)

    • Red region fluid texture X/Y-axis offset (-1~1).
  • Red Scale X/Y (_C908/9_FluidScaleX/Y_Red)

    • Red region fluid texture X/Y-axis scaling (-10~10, negatives flip).

    • (Green/Blue/Cyan/Fuchsia/Yellow/White parameters follow the same pattern for respective channels)

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A personally used shader for common clothing and item in Unity.

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