Base Shaders

List of SASSE Library Materials and Shaders.

Diffuse / General

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
  • Light Band Threshold - both the number of lightbands and the object’s sensitivity to light
  • Roughness - how the light is dispersed across the object
  • 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
  • Ambient Occlusion - mix in Ambient Occlusion for an airbrushed look
  • AO Depth - how dark is the Ambient Occlusion
  • Shadow Depth - how dark is the shadow - 1 is fully black
  • Shader Strength - how bright / intense is the shader overall - 0 is black, 1 is standard shading, higher values are emissive
  • Surface Input - Bump map texture input (Surface Normals)
  • Surface Amount - Bump strength
  • Light Band Input - light band distortion input
  • Light Band Amount - distortion strength
  • Rim Light Input - highlight distortion input
  • Rim Light Amount - distortion strength

Glossy / Metallic

Glossy

Settings

  • Base Color / Texture - set the main base color or texture, this will also determine shadow and highlight color in combination with Scene lighting
  • Light Band Threshold - both the number of lightbands and the object’s sensitivity to light
  • Roughness - how the light is dispersed across the object
  • 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
  • Ambient Occlusion - mix in Ambient Occlusion for an airbrushed look
  • AO Depth - how dark is the Ambient Occlusion
  • Shadow Depth - how dark is the shadow - 1 is fully black
  • Shader Strength - how bright / intense is the shader overall - 0 is black, 1 is standard shading, higher values are emissive
  • Surface Input - Bump map texture input (Surface Normals)
  • Surface Amount - Bump strength
  • Light Band Input - light band distortion input
  • Light Band Amount - distortion strength
  • Rim Light Input - highlight distortion input
  • Rim Light Amount - distortion strength

Specular / Wet

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
  • Specular Color / Texture - set the highlight tint
  • Light Band Threshold - both the number of lightbands and the object’s sensitivity to light
  • Roughness - how the light is dispersed across the object
  • 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
  • Ambient Occlusion - mix in Ambient Occlusion for an airbrushed look
  • AO Depth - how dark is the Ambient Occlusion
  • Shadow Depth - how dark is the shadow - 1 is fully black
  • Shader Strength - how bright / intense is the shader overall - 0 is black, 1 is standard shading, higher values are emissive
  • Surface Input - Bump map texture input (Surface Normals)
  • Surface Amount - Bump strength
  • Light Band Input - light band distortion input
  • Light Band Amount - distortion strength
  • Rim Light Input - highlight distortion input
  • Rim Light Amount - distortion strength

Glass / Bubble

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

Transparent

Transparent

Settings

  • Base Color / Texture - set the main base color or texture, this will also determine shadow and highlight color in combination with Scene lighting
  • Light Band Count - both the number of lightbands and the object’s sensitivity to light
  • Rim Light - how bright / intense is the highlight
  • Shadow Depth - how dark is the shadow - 1 is fully black
  • Transparency - opacity of the object
  • Surface Input - Bump map texture input (Surface Normals)
  • Surface Amount - Bump strength
  • Light Band Input - light band distortion input
  • Light Band Amount - distortion strength
  • Rim Light Input - highlight distortion input
  • Rim Light Amount - distortion strength