Documentation→Reference→Ingredients→Surface/Diffuse
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The diffuse ingredient scatters light, and colors it by the surface albedo. Its type can be changed between The Greatest Sandwich, Unity Standard, Standard, Microfaceted, Translucent and Light Wrap by using the side arrows next to the preview image. The diffuse ingredient can have custom lighting enabled by toggling the two buttons on the top right - the light bulb enables custom direct light, and the indirect lighting box enables custom indirect light. Custom lighting can either be completely overridden, or altered using layers with the type Adjustment. |
The Greatest Sandwich ...shader model Creates very convincing rough surfaces - even roughening indirect diffuse; smoother ones look very similar to Unity Standard. Smoothness/Roughness - How smooth/rough the surface is; a rougher surface has more microscopic groves and dents. |
Unity Standard Unity's standard brdf. Smoothness/Roughness - How smooth/rough the surface is; a rougher surface has more microscopic groves and dents. |
Standard A very simple lighting model with no roughness options. Disable Normals - Lowers the effect that the angle between the surface and the light has - at 1 it is purely attenuation based. |
Microfaceted Once again, is much better at rougher surfaces than Standard - however this one is deprecated in favour of The Greatest Sandwich type, since it overly darkens and is less optimized. Roughness - How rough the surface is; a rougher surface has more microscopic groves and dents |
Translucent A very cheap yet convincing sub surface scattering approximation. Light Wrap - How far the SSS wraps around the surface. Color - The color underneath the surface. |
Light Wrap Yet another translucency approximation, this one even cheaper with still rather nice results. Light Wrap - How far light wraps around the surface. |
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