Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/silk-material-inspector-reference.md
2024-08-26 23:07:20 +03:00

38 lines
3.8 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Silk Material Inspector reference
You can modify the properties of a Silk material in the Silk Material Inspector.
Refer to [Fabrics](fabrics.md) for more information.
## Properties
[!include[](snippets/shader-properties/surface-options/lit-surface-options.md)]
### Exposed Properties
| **Property** | **Description** |
| ------------------------------------- | ------------------------------------------------------------ |
| **Base UV Mask** | Set the Base UV channel, by typing "1" in the column that corresponds to the channel desired and 0 in the others. |
| **Base UV Scale Transform** | Sets the tiling rate (xy) and offsets (zw) for the base UV. |
| **Base Color Map** | Assign a Texture that controls the base color of your material. |
| **Base Color** | Set the color of the Material. If you don't assign a Texture, this is the absolute color of the Material. If you do assign a Texture, the final color of the Material is a combination of the Texture you assign and the color you select. The alpha value of the color controls the transparency level for the Material if you select **Transparent** from the **Surface Type** drop-down. |
| **Mask Map AO(G) S(A)** | Assign a channel-packed Texture with the following Material maps in its RGBA channels.<br/>&#8226; **Green**: Stores the ambient occlusion map.<br/>&#8226; **Alpha**: Stores the smoothness map. For more information on channel-packed Textures and the mask map, see [mask map](Mask-Map-and-Detail-Map.md#mask-map). |
| **Smoothness Min** | Sets the minimum smoothness of your Material. |
| **Smoothness Max** | Sets the maximum smoothness of your Material. |
| **Specular Color** | Sets the color of the specular highlight. |
| **Normal Map** | Assign a Texture that defines the normal map for this Material in tangent space. |
| **Normal Map Strength** | Modulates the normal intensity between 0 and 8. |
| **Use Thread Map** | Set whether the thread map details will be applied to your Material. |
| **Thread Map AO(R) Ny(G) S(B) Nx(A)** | Assign a Texture that defines parameters for fabric thread, with the following maps in its RGBA channels. • **Red**: Stores the ambient occlusion map.• **Green**: Stores the normals Y component.• **Blue**: Stores the smoothness map.• **Alpha**: Stores the normals X component. For more information on channel-packed Textures and the mask map, see [mask map](Mask-Map-and-Detail-Map.md#mask-map). |
| **Thread UV Mask** | Set the Thread UV channel, by typing "1" in the column that corresponds to the channel desired and 0 in the others. |
| **Thread UV Scale Transform** | Sets the tiling rate (xy) and offsets (zw) for the thread UV. |
| **Thread AO Strength** | Modifies the strength of the AO stored in the Thread Map. |
| **Thread Normal Strength** | Modifies the strength of the Normal stored in the Thread Map. |
| **Thread Smoothness Scale** | Modifies the scale of the Smoothness stored in the Thread Map. |
| **Fuzz Map** | Assign a Texture that adds fuzz detail to the Base Color of your Material. |
| **Fuzz Map UV Scale** | Sets the scale of the Thread UV used to sample the Fuzz Map. |
| **Fuzz Strength** | Sets the strength of the Fuzz Color added to the Base Color. |
| **Diffusion Profile** | Sets the Diffusion Profile, controlling the Subsurface Scattering properties of your Material. |
[!include[](snippets/shader-properties/advanced-options/lit-advanced-options.md)]