Documentation→Reference→Ingredients



Here's the ingredients panel :D



On the left are the ingredients themselves, seperated into Surface and Mesh ingredients, while on the right are the selected ingredient's settings.

Ingredients can be created using the + button at the bottom of either area, moved by clicking and dragging, and deleted by either dragging into into the bin, or by simply clicking the bin.

Ingredients can also be linked together, to share properties like Smoothness, Light Radius, etc - this can be done by toggling the chain on the side.

At the bottom of surface ingredients are Blending options, which are identical to Layer blending (see here)

Additionally at the top you can add, change the order of, hide and delete shader passes, which are duplicates of the model that contain their own set of ingredients (similar to shells, see below)- you can use these to add outlines and various other things.


Surface Ingredients
Surface Ingredients create the resulting output color - by calculating lighting and simulated surface detail such as through parallax occlusion mapping.

Diffuse
Scatters light. and colors it by the surface.
See More
Specular
Reflects lights and Reflection Probes, mixes with fresnel.
See More
Sub Surface Scattering
Scatters light through the mesh.
See More
Tangent Normals
Bends the surface normals of the ingredients after it to create fake detail.
Flat Normals
Straightens the normals of the ingredients after it to the face of the mesh.
Displacement
Sets the depth of the ingredients after it from a heightmap, regardless of true occlusion.
Hover for comparison
POM
Calculates the depth of the ingredients after it with a heightmap, properly occluding portions and carving silhouettess.
Hover for comparison.
(Documentation Coming Soon)
Emission
Glows regardless of lighting.
Unlit
Completely unlit, not using any lighting.
See More

Mesh Ingredients
Mesh ingredients alter the physical form, dealing with displacement, subdivision/tessellation, and transparency.

Displace
Displaces, or pushes the vertices of the mesh.
See More
Set
Treats the vertex position itself as a layer channel, allowing full control over the mesh.
(Documentation Coming Soon)
Shells
Duplicates the mesh and enlarges each one.
(Documentation Coming Soon)
Transparency
Makes parts of the mesh see through.
(Documentation Coming Soon)
Subdivision/Tessellation
Increases the polygon count of the mesh.
(Documentation Coming Soon)
Smooth
Makes the mesh rounder.
(Documentation Coming Soon)
To Wireframe
Converts the mesh to a wireframe.
(Documentation Coming Soon)
To Points
Converts the mesh to small points.
(Documentation Coming Soon)