Ministrider shader: Difference between revisions

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Created page with "A shader that adds Phong to the URP Lit Shader thumb|right|300px|Ministrider Shader 1 thumb|right|300px|The [[Hunter uses the ministrider shader]] == Accessible Variables == ; Base Texture (_Base_Texture) : The base texture for the shader. ; Normal Map (_Normal_Map) : The normal map for the shader. ; Cube Environment Map (_Cube_Environment_Map) : If there isn't anything to reflect, we use this as a default. ; Phong Warp Text..."
 
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A shader that adds Phong to the URP Lit Shader  
A shader that adds Phong to the URP Lit Shader  
[[File:ministrider.png|thumb|right|300px|Ministrider Shader 1]]
[[File:ministrider.png|thumb|right|300px|Ministrider Shader on a Sphere]]
[[File:Hunter.png|thumb|right|300px|The [[Hunter]] uses the ministrider shader]]
[[File:Hunter.png|thumb|right|300px|The [[Hunter]] uses the ministrider shader]]



Revision as of 13:45, 3 May 2026

A shader that adds Phong to the URP Lit Shader

Ministrider Shader on a Sphere
The Hunter uses the ministrider shader

Accessible Variables

Base Texture (_Base_Texture)
The base texture for the shader.
Normal Map (_Normal_Map)
The normal map for the shader.
Cube Environment Map (_Cube_Environment_Map)
If there isn't anything to reflect, we use this as a default.
Phong Warp Texture (_Phong_Warp_Texture)
The Phong warp texture, gives the shader a sort of iridescence effect.
EnvMap Tint (_EnvMap_Tint)
Tint for the reflection
EnvMap Contrast (_EnvMap_Contrast)
An unused float.
Phong Enable (_Phong_Enable)
An unused float.
Phong Exponent (_PhongExponent)
The exponent for the Phong
Phong Boost (_PhongBoost)
The multiplier for the Phong
Phong Fresnel Ranges (_PhongFresnelRanges)
A float3 vector containing the [X, Y, Z] Fresnel range values
CubeMap Strength (_CubeMap_Strength)
How strong is the reflection?
Warp Strength (_WarpStrength)
Strength of the warp.
Smoothness (_Smoothness)
Smoothness factor for the base shader.
Metallic (_Metallic)
Metallic factor for the base shader.
EmissionTexture (_EmissionTexture)
Texture for the base shader's emission.
EmissionStrength (_EmissionStrength)
Strength of the base shader's emission.