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Exhaustive list of map definitions please!

Discussion in 'Graphics Experimental Previews' started by ykantbobreed, Jul 12, 2018.

  1. ykantbobreed

    ykantbobreed

    Joined:
    Oct 7, 2012
    Posts:
    2
    Many of the functions in the HRDP/Lit shader are reasonably well explained by the pop-up tips, but some are woefully incomplete. I have a reasonably solid background in realtime shader features, but some inputs are just meaningless in this context (or more to the point, without sufficient context). A few questions an artist might ask are:

    What is the full name of each of the single letter inputs that are split into various channels of input maps (IE, we all know that the Smoothness map's mask is probably in the R channel, AO is probably Ambient Occlusion, but what are D (B channel) and S (alpha channel)?

    Same for the Detail Map input. What are "A" and "S"? Can we safely assume "Nx" and "Ny" are the two channels of a Detail Normal map (which, counter intuitively have been put in non-sequential map channels)?

    Is there a map in there somewhere to limit the effect of the Wind Vertex Animation? Parts of a plant or hair or whatnot are likely fixed to a static element at some point, so shouldn't the fixed portion of the mesh be able to be painted out of the vertex animation's influence?

    Can we just get an exhaustive list of all the features in these shaders, so people don't have to hunt through Google and these forums for information that should be readily accessible in the Unity Manual (but for some reason, isn't).
     
  2. tinyant

    tinyant

    Joined:
    Aug 28, 2015
    Posts:
    127
    Some Wiki about SRP and HDRP,You can find Wiki about Main Lit Material now. (Mask Map , Map input and other content about Lit Material)
    I think all the SRP wiki And HDRP wiki will be finished which should take a lot time.

    https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/lit-shader
     
  3. tinyant

    tinyant

    Joined:
    Aug 28, 2015
    Posts:
    127

    Mask map:

    • Red channel: Metallic mask. 0 = not metallic, 1 = metallic.

    • Green channel: Ambient occlusion.

    • Blue channel: Detail map mask.

    • Alpha channel: Smoothness.