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PPI_CelShader_Anime_A_MaxDistance

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) | 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) | 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) | True

    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