BG Shaders
List of SASSE Library Materials and Shaders.
BG Diffuse
Settings
- Base Color / Texture - set the main base color or texture, this will also determine shadow and highlight color in combination with Scene lighting
- Saturation - 0 is black and white, 1 is full color
- Darken - darken the base color
- Rim Light Strength - how bright / intense is the highlight
- Rim Light Mask - does the highlight appear all around the object, or only where the light hits
- Rim Light Clamp - prevent highlights from blowing out
- Surface Input - Bump map texture input (Surface Normals)
- Surface Amount - Bump strength
- Pattern Input - light band, rim light and base color pattern input
- Pattern Amount - pattern strength
- Pattern Contrast - adjust visibility of pattern
BG Diffuse Wood
Settings
- Base Color / Texture - set the main base color or texture, this will also determine shadow and highlight color in combination with Scene lighting
- Grain Scale - size of the wood grain
- Grain Mix - blend between the base and grain color
- Saturation - 0 is black and white, 1 is full color
- Darken - darken the base color
- Rim Light Strength - how bright / intense is the highlight
- Rim Light Mask - does the highlight appear all around the object, or only where the light hits
- Rim Light Clamp - prevent highlights from blowing out
- Surface Input - Bump map texture input (Surface Normals)
- Surface Amount - Bump strength
- Pattern Input - light band, rim light and base color pattern input
- Pattern Amount - pattern strength
- Pattern Contrast - adjust visibility of pattern
BG Metallic
Settings
- Base Color / Texture - set the main base color or texture, this will also determine shadow and highlight color in combination with Scene lighting
- Saturation - 0 is black and white, 1 is full color
- Darken - darken the base color
- Lighten - lighten the base color
- Overlay - darken the base color
- Rim Light Strength - how bright / intense is the highlight
- Rim Light Mask - does the highlight appear all around the object, or only where the light hits
- Rim Light Clamp - prevent highlights from blowing out
- Surface Input - Bump map texture input (Surface Normals)
- Surface Amount - Bump strength
- Pattern Input - light band, rim light and base color pattern input
- Pattern Amount - pattern strength
- Pattern Contrast - adjust visibility of pattern
BG Specular
Settings
- Base Color / Texture - set the main base color or texture, this will also determine shadow and highlight color in combination with Scene lighting
- Saturation - 0 is black and white, 1 is full color
- Darken - darken the base color
- Lighten - lighten the base color
- Overlay - darken the base color
- Rim Light Strength - how bright / intense is the highlight
- Rim Light Mask - does the highlight appear all around the object, or only where the light hits
- Rim Light Clamp - prevent highlights from blowing out
- Surface Input - Bump map texture input (Surface Normals)
- Surface Amount - Bump strength
- Pattern Input - light band, rim light and base color pattern input
- Pattern Amount - pattern strength
- Pattern Contrast - adjust visibility of pattern
BG Glass
Settings
- Base Color - set the main base color, this will also determine shadow and highlight color in combination with Scene lighting
- IOR - the index of refraction for the glass
- Roughness - how the light is dispersed across the object
- Fog - frosted glass effect - based on Ambient Occlusion
- Transparency - the glass opacity
- Surface Input - Bump map texture input (Surface Normals)
- Surface Amount - Bump strength