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Update AxF-Shader.md (#152)
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com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md

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### Creating AxF Materials from scratch
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New Materials in HDRP use the [Lit Shader](https://docs.unity3d.com/Packages/[email protected]/manual/Lit-Shader.html) by default. To create an AxF Material from scratch, create a Material and then make it use the AxF Shader. To do this:
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New Materials in HDRP use the [Lit Shader](Lit-Shader.md) by default. To create an AxF Material from scratch, create a Material and then make it use the AxF Shader. To do this:
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1. In the Unity Editor, navigate to your Project's Asset window.
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2. Right-click the Asset Window and select **Create > Material**. This adds a new Material to your Unity Project’s Asset folder.
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| --------------------- | ------------------------------------------------------------ |
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| **Material Tiling U** | Sets the tile rate along the x-axis for every Texture in the **Surface Inputs** section. HDRP uses this value to tile the Textures along the x-axis of the Material’s surface, in object space. |
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| **Material Tiling V** | Sets the tile rate along the y-axis for every Texture in the **Surface Inputs** section. HDRP uses this value to tile the Textures along the y-axis of the Material’s surface, in object space. |
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| **BRDF Type** | Controls the main AxF Material representation.<br/>&#8226; **SVBRDF**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - SVBRDF](https://docs.google.com/document/d/1_Oq2hsx3J7h8GHKoQM_8qf6Ip5VlHv_31K7dYYVOEmU/edit#heading=h.f1msh9g44mev).<br/>&#8226;**CAR_PAINT**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - CAR_PAINT](https://docs.google.com/document/d/1_Oq2hsx3J7h8GHKoQM_8qf6Ip5VlHv_31K7dYYVOEmU/edit#heading=h.eorkre6buegg). |
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| **BRDF Type** | Controls the main AxF Material representation.<br/>&#8226; **SVBRDF**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - SVBRDF](#SVBRDF).<br/>&#8226;**CAR_PAINT**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - CAR_PAINT](#CAR_PAINT). |
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<a name="SVBRDF"></a>
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#### BRDF Type - SVBRDF
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| **Property** | **Description** |
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| **- Enable Refraction** | Indicates whether the clear coat is refractive. If you enable this checkbox, HDRP uses angles refracted by the clear coat to evaluate the undercoat of the Material surface. |
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| **- - Clearcoat IOR** | Specifies a Texture (red channel only) that implicitly defines the index of refraction (IOR) for the clear coat by encoding it to a monochromatic (single value) F0 (aka as specular color or Fresnel reflectance at 0 degree incidence. This also assumes the coat interfaces with air). As such, the value is in the range of **0** to **1** and HDRP calculates the final IOR as:<br/>`IOR = (1.0 + squareRoot(R) ) / (1.0 - squareRoot(R))`<br/>Where **R** is the normalized value in the red color channel of this Texture. Note: HDRP uses this IOR for both coat refraction and, if enabled, transmission and reflectance calculations through and on the coat. Therefore, you must always assign a Texture to this property when you enable clear coat. |
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<a name="CAR_PAINT"></a>
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#### BRDF Type - CAR_PAINT
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| **Property** | **Description** |

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