Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/stacklit-master-stack-reference.md

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2024-08-26 13:07:20 -07:00
# Stacklit Master Stack reference
You can modify the properties of a Stacklit Shader Graph in the Stacklit Master Stack.
Refer to [Stacklit material](Stacklit-material.md) for more information.
## Contexts
[!include[](snippets/master-stacks-contexts-intro.md)]
### Vertex Context
#### Default
When you create a new Hair Master Stack, the Vertex Context contains the following Blocks by default:
<table>
<tr>
<th>Property</th>
<th>Description</th>
<th>Setting Dependency</th>
<th>Default Value</th>
</tr>
[!include[](snippets/shader-graph-blocks/vertex-position.md)]
[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
</table>
#### Relevant
Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following Blocks to the Vertex Context:
<table>
<tr>
<th>Property</th>
<th>Description</th>
<th>Setting Dependency</th>
<th>Default Value</th>
</tr>
[!include[](snippets/shader-graph-blocks/tessellation-factor.md)]
[!include[](snippets/shader-graph-blocks/tessellation-displacement.md)]
</table>
### Fragment Context
#### Default
When you create a new Hair Master Stack, the Fragment Context contains the following Blocks by default:
<table>
<tr>
<th>Property</th>
<th>Description</th>
<th>Setting Dependency</th>
<th>Default Value</th>
</tr>
[!include[](snippets/shader-graph-blocks/base-color.md)]
[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
[!include[](snippets/shader-graph-blocks/bent-normal.md)]
[!include[](snippets/shader-graph-blocks/tangent-tangent-space.md)]
[!include[](snippets/shader-graph-blocks/metallic.md)]
[!include[](snippets/shader-graph-blocks/dielectric-ior.md)]
[!include[](snippets/shader-graph-blocks/smoothness.md)]
[!include[](snippets/shader-graph-blocks/emission.md)]
[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
[!include[](snippets/shader-graph-blocks/alpha.md)]
</table>
#### Relevant
Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following Blocks to the Fragment Context:
<table>
<tr>
<th>Property</th>
<th>Description</th>
<th>Setting Dependency</th>
<th>Default Value</th>
</tr>
[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
[!include[](snippets/shader-graph-blocks/anisotropy.md)]
[!include[](snippets/shader-graph-blocks/baked-back-gi.md)]
[!include[](snippets/shader-graph-blocks/baked-gi.md)]
[!include[](snippets/shader-graph-blocks/coat-extinction.md)]
[!include[](snippets/shader-graph-blocks/coat-ior.md)]
[!include[](snippets/shader-graph-blocks/coat-smoothness.md)]
[!include[](snippets/shader-graph-blocks/coat-thickness.md)]
[!include[](snippets/shader-graph-blocks/coat-mask.md)]
[!include[](snippets/shader-graph-blocks/coat-normal-object-space.md)]
[!include[](snippets/shader-graph-blocks/coat-normal-tangent-space.md)]
[!include[](snippets/shader-graph-blocks/coat-normal-world-space.md)]
[!include[](snippets/shader-graph-blocks/depth-offset.md)]
[!include[](snippets/shader-graph-blocks/diffusion-profile.md)]
[!include[](snippets/shader-graph-blocks/iridescence-coat-fixup-tir.md)]
[!include[](snippets/shader-graph-blocks/iridescence-coat-fixup-tir-clamp.md)]
[!include[](snippets/shader-graph-blocks/iridescence-thickness.md)]
[!include[](snippets/shader-graph-blocks/iridescence-mask.md)]
[!include[](snippets/shader-graph-blocks/haze-extent.md)]
[!include[](snippets/shader-graph-blocks/haziness.md)]
[!include[](snippets/shader-graph-blocks/hazy-gloss-max-dielectric-f0.md)]
[!include[](snippets/shader-graph-blocks/lobe-mix.md)]
[!include[](snippets/shader-graph-blocks/normal-object-space.md)]
[!include[](snippets/shader-graph-blocks/normal-world-space.md)]
[!include[](snippets/shader-graph-blocks/smoothness-b.md)]
[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)]
[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)]
[!include[](snippets/shader-graph-blocks/specular-color.md)]
[!include[](snippets/shader-graph-blocks/specular-occlusion.md)]
[!include[](snippets/shader-graph-blocks/subsurface-mask.md)]
[!include[](snippets/shader-graph-blocks/transmission-mask.md)]
[!include[](snippets/shader-graph-blocks/tangent-object-space.md)]
[!include[](snippets/shader-graph-blocks/tangent-world-space.md)]
[!include[](snippets/shader-graph-blocks/thickness.md)]
</table>
## Graph Settings
### Surface Options
<table>
<thead>
<tr>
<th>Property</th>
<th></th>
<th></th>
<th>Description</th>
</tr>
</thead>
<tbody>
[!include[](snippets/shader-properties/surface-options/surface-type.md)]
[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
[!include[](snippets/shader-properties/surface-options/depth-test.md)]
[!include[](snippets/shader-properties/surface-options/depth-write.md)]
[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
[!include[](snippets/shader-properties/surface-options/back-then-front-rendering.md)]
[!include[](snippets/shader-properties/surface-options/transparent-depth-prepass.md)]
[!include[](snippets/shader-properties/surface-options/transparent-depth-postpass.md)]
[!include[](snippets/shader-properties/surface-options/transparent-writes-motion-vectors.md)]
[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)]
[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
[!include[](snippets/shader-properties/surface-options/use-shadow-threshold.md)]
[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
[!include[](snippets/shader-properties/surface-options/exclude-from-taau.md)]
[!include[](snippets/shader-properties/surface-options/double-sided-mode.md)]
[!include[](snippets/shader-properties/surface-options/fragment-normal-space.md)]
[!include[](snippets/shader-properties/surface-options/receive-decals.md)]
[!include[](snippets/shader-properties/surface-options/receive-ssr.md)]
[!include[](snippets/shader-properties/surface-options/receive-ssr-transparent.md)]
[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)]
[!include[](snippets/shader-properties/surface-options/ss-depth-offset.md)]
[!include[](snippets/shader-properties/surface-options/conservative-depth-offset.md)]
[!include[](snippets/shader-properties/surface-options/velocity.md)]
[!include[](snippets/shader-properties/surface-options/tessellation.md)]
[!include[](snippets/shader-properties/surface-options/base-color-parametrization.md)]
[!include[](snippets/shader-properties/surface-options/energy-conserving-specular.md)]
[!include[](snippets/shader-properties/surface-options/anisotropy-stacklit.md)]
[!include[](snippets/shader-properties/surface-options/coat.md)]
[!include[](snippets/shader-properties/surface-options/coat-normal.md)]
[!include[](snippets/shader-properties/surface-options/dual-specular-lobe.md)]
[!include[](snippets/shader-properties/surface-options/dual-specular-lobe-parametrization.md)]
[!include[](snippets/shader-properties/surface-options/cap-haziness-for-non-metallic.md)]
[!include[](snippets/shader-properties/surface-options/iridescence.md)]
[!include[](snippets/shader-properties/surface-options/subsurface-scattering.md)]
[!include[](snippets/shader-properties/surface-options/transmission.md)]
[!include[](snippets/shader-properties/surface-options/use-profile-ior.md)]
[!include[](snippets/shader-properties/surface-options/specular-occlusion-mode-stacklit.md)]
[!include[](snippets/shader-properties/surface-options/anisotropy-for-area-lights.md)]
[!include[](snippets/shader-properties/surface-options/base-layer-uses-refracted-angles.md)]
[!include[](snippets/shader-properties/surface-options/recompute-stack-and-iridescence.md)]
[!include[](snippets/shader-properties/surface-options/honor-per-light-max-smoothness.md)]
</tbody>
</table>
### Distortion
This set of settings only appears if you set **Surface Type** to **Transparent**.
<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties/distortion/distortion.md)]
[!include[](snippets/shader-properties/distortion/distortion-blend-mode.md)]
[!include[](snippets/shader-properties/distortion/distortion-depth-test.md)]
</table>
### Advanced Options
<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
[!include[](snippets/shader-properties/advanced-options/override-baked-gi.md)]
[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
</table>
### Other top level settings
<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties/support-vfx-graph.md)]
[!include[](snippets/shader-properties/support-high-quality-line-rendering.md)]
</table>