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# Autodesk Interactive masked shader

The Autodesk Interactive masked shader replicates the Interactive PBS with the masked preset available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). It acts like a [cutout shader](https://docs.unity3d.com/Manual/shader-TransparentCutoutFamily.html). When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity.

Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP:

- [Autodesk Interactive](Autodesk-Interactive-Shader.md)
- [Autodesk Interactive Transparent](Autodesk-Interactive-Shader-Transparent.md)

Note that this shader is implemented as a [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html).

## Creating an Autodesk Interactive masked material

When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material:

1. Create a new material (menu: **Assets > Create > Material**).
2. In the Inspector for the Material, click the **Shader** drop-down then click **HDRP > Autodesk Interactive > AutodeskInteractiveMasked**.

### Properties

<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-opacity-map(mask).md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/mask-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/mask-threshold.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
</table>
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# Autodesk Interactive transparent shader

The Autodesk Interactive transparent shader replicates the Interactive PBS with the transparent preset available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity.

Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP:

- [Autodesk Interactive](Autodesk-Interactive-Shader.md)
- [Autodesk Interactive Masked](Autodesk-Interactive-Shader-Masked.md)

Note that this shader is implemented as a [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html).

## Creating an Autodesk Interactive transparent material

When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material:

1. Create a new material (menu: **Assets > Create > Material**).
2. In the Inspector for the Material, click the **Shader** drop-down then click **HDRP > Autodesk Interactive > AutodeskInteractiveTransparent**.

### Properties

<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-opacity-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/opacity.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
</table>
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@@ -0,0 +1,49 @@
# Autodesk Interactive shader

The Autodesk Interactive shader replicates the Interactive PBS available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity.

Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP:

- [Autodesk Interactive Masked](Autodesk-Interactive-Shader-Masked.md)
- [Autodesk Interactive Transparent](Autodesk-Interactive-Shader-Transparent.md)

Note that this shader is implemented as a [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html).

## Creating an Autodesk Interactive material

When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material:

1. Create a new material (menu: **Assets > Create > Material**).
2. In the Inspector for the Material, click the **Shader** drop-down then click **HDRP > Autodesk Interactive > AutodeskInteractive**.

### Properties

<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-ao-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/ao-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
</table>
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Expand Up @@ -113,5 +113,5 @@ Note: The AxF Importer imports every Texture as half float, linear, sRGB gamut (

| **Property** | **Description** |
| ---------------------------- | ------------------------------------------------------------ |
| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not[ static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
| **Add Precomputed Velocity** | Enable the checkbox to use precomputed velocity information stored in an Alembic file. |
Original file line number Diff line number Diff line change
Expand Up @@ -131,12 +131,12 @@ Unity exposes up to four Material layers for you to use in your Layered Material
| **Emission Intensity** | Set the overall strength of the emission effect for this Material.Use the drop-down to select one of the following [physical light units](Physical-Light-Units.md) to use for intensity:• [Nits](Physical-Light-Units.md#Nits)• [EV<sub>100</sub>](Physical-Light-Units.md#EV) |
| **Exposure Weight** | Use the slider to set how much effect the exposure has on the emission power. For example, if you create a neon tube, you would want to apply the emissive glow effect at every exposure. |
| **Emission Multiply with Base** | Enable the checkbox to make HDRP use the base color of the Material when it calculates the final color of the emission. When enabled, HDRP multiplies the emission color by the base color to calculate the final emission color. |
| **Emission** | Enable the checkbox to make the emission color affect global illumination. |
| **- Global Illumination** | Use the drop-down to choose how color emission interacts with global illumination.**Realtime**: Select this option to make emission affect the result of real-time global illumination.**Baked**: Select this option to make emission only affect global illumination during the baking process. **None**: Select this option to make emission not affect global illumination. |
| **Emission** | Toggles whether emission affects global illumination. |
| **- Global Illumination** | The mode HDRP uses to determine how color emission interacts with global illumination.<br />&#8226; **Realtime**: Select this option to make emission affect the result of real-time global illumination.<br />&#8226; **Baked**: Select this option to make emission only affect global illumination during the baking process.<br />&#8226; **None**: Select this option to make emission not affect global illumination. |

### Advanced Options

| **Property** | **Description** |
| --------------------------------------- | ------------------------------------------------------------ |
| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
| **Specular Occlusion from Bent normal** | Enable the checkbox to make HDRP use the Bent Normal Map to process specular occlusion for Reflection Probes. |
Original file line number Diff line number Diff line change
Expand Up @@ -83,8 +83,8 @@ Unity exposes this section if you select **Transparent** from the **Surface Type
| **Emission Intensity** | Set the overall strength of the emission effect for this Material.<br />Use the drop-down to select one of the following [physical light units](Physical-Light-Units.md) to use for intensity:<br />&#8226; [Nits](Physical-Light-Units.md#Nits)<br />&#8226; [EV<sub>100</sub>](Physical-Light-Units.md#EV) |
| **Exposure Weight** | Use the slider to set how much effect the exposure has on the emission power. For example, if you create a neon tube, you would want to apply the emissive glow effect at every exposure. |
| **Emission Multiply with Base** | Enable the checkbox to make HDRP use the base color of the Material when it calculates the final color of the emission. When enabled, HDRP multiplies the emission color by the base color to calculate the final emission color. |
| **Emission** | Enable the checkbox to make the emission color affect global illumination. |
| **- Global Illumination** | Use the drop-down to choose how color emission interacts with global illumination.<br />&#8226; **Realtime**: Select this option to make emission affect the result of real-time global illumination.<br />&#8226; **Baked**: Select this option to make emission only affect global illumination during the baking process.<br />&#8226; **None**: Select this option to make emission not affect global illumination. |
| **Emission** | Toggles whether emission affects global illumination. |
| **- Global Illumination** | The mode HDRP uses to determine how color emission interacts with global illumination.<br />&#8226; **Realtime**: Select this option to make emission affect the result of real-time global illumination.<br />&#8226; **Baked**: Select this option to make emission only affect global illumination during the baking process.<br />&#8226; **None**: Select this option to make emission not affect global illumination. |

### Advanced options

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -100,8 +100,8 @@ Unity exposes this section if you select **Transparent** from the **Surface Type
| **Emission Intensity** | Set the overall strength of the emission effect for this Material.<br />Use the drop-down to select one of the following [physical light units](Physical-Light-Units.md) to use for intensity:<br />&#8226; [Nits](Physical-Light-Units.md#Nits)<br />&#8226; [EV<sub>100</sub>](Physical-Light-Units.md#EV) |
| **Exposure Weight** | Use the slider to set how much effect the exposure has on the emission power. For example, if you create a neon tube, you would want to apply the emissive glow effect at every exposure. |
| **Emission Multiply with Base** | Enable the checkbox to make HDRP use the base color of the Material when it calculates the final color of the emission. When enabled, HDRP multiplies the emission color by the base color to calculate the final emission color. |
| **Emission** | Enable the checkbox to make the emission color affect global illumination. |
| **- Global Illumination** | Use the drop-down to choose how color emission interacts with global illumination.<br />&#8226; **Realtime**: Select this option to make emission affect the result of real-time global illumination.<br />&#8226; **Baked**: Select this option to make emission only affect global illumination during the baking process.<br />&#8226; **None**: Select this option to make emission not affect global illumination. |
| **Emission** | Toggles whether emission affects global illumination. |
| **- Global Illumination** | The mode HDRP uses to determine how color emission interacts with global illumination.<br />&#8226; **Realtime**: Select this option to make emission affect the result of real-time global illumination.<br />&#8226; **Baked**: Select this option to make emission only affect global illumination during the baking process.<br />&#8226; **None**: Select this option to make emission not affect global illumination. |

### Advanced options

Expand Down
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