PP_CelShader_A
Domain: MD_PostProcess
Diffuse
- Desaturation Diffuse (Scalar) | 0.0
Desaturation applied to the diffuse that we use to color the scene.
- Scale Diffuse (Scalar) | 1.0
Scalar applied to Diffuse after desaturarion.
- Diffuse Tint (Vector) | (1.000,1.000,1.000,0.000)
Tint to Diffuse. Applied after Scale Diffuse.
- Hue Shift Percentage Diffuse (Scalar) | 0.0
Hue Shift, applied to Diffuse after Tint.
Exclusions
- Stencil Value To Exclude (Scalar) | 1.0
The Dustom Depth Stencil value for meshes to exclude from the post process.
Full Shader Blending
- Final Cuttoff Full Shader Blend Out (Scalar) | 20000.0
The Distance at which the full post process is completely blended out.
- UseFullShaderMaxDistance (StaticSwitch) | False
Lighting
- Scale Lighting (Scalar) | 1.0
Multiplier applied to lighting curve.
- Add To Lighting (Scalar) | 0.0
Adds a raw offset to the lighting mask
- Divide Lighting (Scalar) | 0.0
A divisor applied to lighting mask. Happens after the add to lighitng.
- Gradient Divide Lighting (Scalar) | 0.0
- Absolute Black Value Lighting (Scalar) | 0.0100
Lighting will have no shadow values below this.
- Shadow Floor (Lift Blacks) (Scalar) | 0.0100
Minimum Lighting level. No values below this.
- Absolute Highlight Value Lighting (Scalar) | 1.0
Max Brightness for lighting values.
- Absolute White for Lighting (Scalar) | 1.0
Max Brightness for lighting values.
- EmissivePassthroughValue (Scalar) | 1.1000
Value at which we let colors bleed through the post process. i.e. Emissive or highlights. This is a stylizd choice.
- Lighting Remap Curves (Scalar) | 2.0
- Light Map Curve Channel Mask (Vector) | (1.000,0.000,0.000,0.000)
Select which channel of the Lightin Curve to use for remapping.
Lighting Color
- UseColoringFromLights (StaticSwitch) | False
Do we add coloring form scene lights into the post?
- LightColorAlpha (Scalar) | 1.0
Alpha to contol mixing in of colored lighting with Diffuse.
- LightColoringScale (Scalar) | 2.0
- Use Alternate Blending (StaticSwitch) | False
If False, Use a standard multiply for colored lighting, if True we use either a Blend Lighten or Hard Light Blend.
- Blend Lighten / Hard Light (StaticSwitch) | False
Which blend method to use for applying colored lights.
Metallic
- AddMettallicToDiffuse (StaticSwitch) | False
Add Color from Metallics into Diffuse: If True we apply metallic as a mask to Basecolor and then multiple the masked base color by the ligthing mask and add that to the Diffuse.
- UseFullShaderMettalicPassthrough (StaticSwitch) | False
Should we exclude metallic from the post process.
- Metallic Blend Strength (Scalar) | 1.0
Applied as a multiplier to the Metallic Mask
Outline
- Use Overall Distance Outline Blend (StaticSwitch) | True
- Start of Blend-In Outline (Scalar) | 0.0
- End Of Blend-in Outline (Scalar) | 750.0
- Start Of Blend-out Outline (Scalar) | 2500.0
- Final Cuttoff Distance Outline (Scalar) | 7500.0
- Line Color Depth (Vector) | (0.000,0.000,0.000,0.000)
- Line Color Normal (Vector) | (0.000,0.000,0.000,0.000)
Outline|Depth
- UseDepthOutlines (StaticSwitch) | True
- EdgeMinThreshold_Depth (Scalar) | 0.1000
- EdgeMaxThreshold_Depth (Scalar) | 0.1000
- LineThickness_Depth (Scalar) | 1.0
- OutlineStrength_Depth (Scalar) | 1.0
- Seperate Distance Blend Depth Outline (StaticSwitch) | False
- Start Depth Outline Blendin (Scalar) | 0.0
- Finish Depth Outline Blendin (Scalar) | 200.0
- Start Depth Outline Blendout (Scalar) | 10000.0
- Final Cuttoff Depth Outline Blendout (Scalar) | 20000.0
Outline|Normal
- UseNormalOutlines (StaticSwitch) | True
- EdgeMinThreshold_Normal (Scalar) | 0.1660
- Start Distance for Full Shader Blend Out (Scalar) | 10000.0
The distance at which blending out of the full post shader beings.
- EdgeMaxThreshold_Normal (Scalar) | 0.5000
- LineThickness_Normal (Scalar) | 1.0
- OutlineStrength_Normal (Scalar) | 1.0
- SeperateDistanceBlendNormalOutline (StaticSwitch) | False
- Start Normal Outline Blendin (Scalar) | 0.0
- Finish Normal Outline Blendin (Scalar) | 200.0
- Start Normal Outline Blendout (Scalar) | 10000.0
- Final Cuttoff Normal Outline Blendout (Scalar) | 20000.0