PPI_AnimeA_LightColor
Instance of: PP_CelShader_A
Diffuse
- Desaturation Diffuse (Scalar) | 0.4400
Desaturation applied to the diffuse that we use to color the scene.
- Scale Diffuse (Scalar) | 1.0375
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) | 23891.5332
The Distance at which the full post process is completely blended out.
- UseFullShaderMaxDistance (StaticSwitch) | True
Lighting
- Scale Lighting (Scalar) | 8.4973
Multiplier applied to lighting curve.
- Add To Lighting (Scalar) | -1.0
Adds a raw offset to the lighting mask
- Gradient Divide Lighting (Scalar) | 0.7238
- Absolute Black Value Lighting (Scalar) | 0.2000
Lighting will have no shadow values below this.
- Absolute Highlight Value Lighting (Scalar) | 1.0
Max Brightness for lighting values.
- EmissivePassthroughValue (Scalar) | 2.3314
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) | 3.0
Lighting Color
- UseColoringFromLights (StaticSwitch) | True
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) | True
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) | True
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) | True
Should we exclude metallic from the post process.
- Metallic Blend Strength (Scalar) | 0.6406
Applied as a multiplier to the Metallic Mask
Outline
- Start of Blend-In Outline (Scalar) | -151.4140
- End Of Blend-in Outline (Scalar) | 457.2333
- Start Of Blend-out Outline (Scalar) | 63.0977
- Final Cuttoff Distance Outline (Scalar) | 18051.2910
- Line Color Depth (Vector) | (0.000,0.000,0.000,1.000)
- Line Color Normal (Vector) | (0.000,0.000,0.000,1.000)
Outline|Depth
- EdgeMinThreshold_Depth (Scalar) | 0.3196
- EdgeMaxThreshold_Depth (Scalar) | 0.2886
- LineThickness_Depth (Scalar) | 0.8306
- OutlineStrength_Depth (Scalar) | 0.7311
Outline|Normal
- EdgeMinThreshold_Normal (Scalar) | 0.3388
- Start Distance for Full Shader Blend Out (Scalar) | 8565.7490
The distance at which blending out of the full post shader beings.
- EdgeMaxThreshold_Normal (Scalar) | 0.9267
- LineThickness_Normal (Scalar) | 0.5559
- OutlineStrength_Normal (Scalar) | 1.0250