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InnoGames VFX Shaders / Scripts For Mobile Productions
Welcome to InnoGames' open-source repository of VFX shaders/scripts for mobile productions!
Our collection of custom scripts and shaders has been specifically designed to create visual effects on mobile devices.
Mobile devices have limitations such as draw calls, texture size, amount of geometry, and more. To optimize performance,
we've kept our scripts and shaders as efficient as possible for our effects productions. All of the code in this
repository is open-source, which means that you can view, modify, and contribute to it in any way you see fit. Thank you
for visiting our repository, and we hope that these VFX shaders/scripts will help you to create stunning VFX on mobile
devices!
You can find examples and more documentation at this link.
For this project, you will need Unity Version 2022.3.52f1 or a higher version.
The shaders are made with CG, but they are also compatible with the URP pipeline. The HDRP pipeline hasn't been tested yet.
C# Scripts
Overview
Those C# scripts are created to control and manipulate various VFX elements, such as particle systems, animations, and
other graphical effects. They can be used to change the behavior and appearance of the VFX, making it possible to create
interactive and dynamic experiences for players.
Blend By Rotation
Overview
This script animates a vector 4 material property based on the rotation from a another game object.
Properties
Properties
Description
Source
Add here the source game object to get the rotation data.
Property Nam
Add here the property name from target shader to manipulate. It needs to be a vector 4 property
Min Blend
Add here the minimum blend value
Max Blend
Add here the maximum blend value
Angles Range X
Minimum and Maximum Rotation X Angles for blending.
Angles Range Y
Minimum and Maximum Rotation Y Angles for blending.
Angles Range Z
Minimum and Maximum Rotation Z Angles for blending.
Curve Scale X
Uniform scale curve relative to the Angles X Range.
Curve Scale Y
Uniform scale curve relative to the Angles Y Range.
Curve Scale Z
Uniform scale curve relative to the Angles Z Range.
Get World Position
Overview
This feature involves passing the position from a GameObject to the material variable '_SetPos'.
Properties
Properties
Description
Source
The GameObject to obtain the position from.
Target Material
Material with a '_SetPos' variable. _SetPos should be vector variable.
Link Transform
Overview
This script synchronizes the target object's transform with the source object's transform.
Properties
Properties
Description
Source
The GameObject to obtain the transform from.
Target
The GameObject to link with the source.
Material Light Controller
Overview
This script transfers the world position of the VFX object to the material property variable Set-Pos.
If you are using Light Properties in your shader, you need to provide the shader with the world position data of your VFX object. Otherwise, your effect might appear incorrect.Another feature is that this script can globally set the Light and Gradient Properties. This allows you to add one light source to many particle systems simultaneously.
Properties
Properties
Description
Global Properties
Check the page ‘Gradient Properties’ in Multi Color Shaders.
Target Components
Shows the name of the Particle System.
Name
Add here the Particle System.
Target
For this element, the gradient and light properties will be overwritten by the global properties defined in the script.
Use Global Settings
The updated world position from vfx object.
Set Position
The material from particle system.
Material Properties Animation Over Time
Overview
This script animates material properties in relation to the time speed.
Source Properties
Properties
Description
Get Material From Image
Enable this to get the material from image.
Animation Properties
Properties
Description
Activate Animation
Activates the animation.
Looping
Looping the animated curves.
Time Speed
How fast time progresses.
Animate Properties
Element
Number of properties to animate.
Material Property Name
Enter the variable name of the property here.
Time Curve X
Animates the first index of a vector or a float.
Time Curve Y
Animates the second index of a vector.
Time Curve Z
Animates the third index of a vector.
Time Curve W
Animates the fourth index of a vector.
Object Sequencer
Overview
The script VFX Object Sequencer is a component in Unity that facilitates the enabling and disabling of specified GameObjects over time.
The script ensures that designated GameObjects are activated and deactivated at specific intervals, creating a visual effects sequence.
NOTE: The object sequence should be on the root game object.
Properties
Properties
Description
Delay Start Sequence
The delay before the sequence starts.
Object To Disable
The GameObject to be disabled during the sequence.
Delay To Disable
The delay after the sequence starts before disabling the specified GameObject.
Object To Enable
The GameObject to be enabled during the sequence.
Duration Until Enable
The duration until the specified GameObject is enabled.
Delay To Enable
The delay after the sequence starts before enabling the specified GameObject.
Render Bounds
Overview
Obtaining the Render Bounds of a Mesh or Skinned Mesh Renderer and passing them into the Target Material. The material
requires the following variables: '_BoundsMin, _BoundsMax, _BoundsCtr, _BoundsSize'.
Properties
Properties
Description
Use Skinned Mesh
Enable this to use skinned mesh as a source.
Source
A GameObject with a mesh or skinned mesh render component.
Scale By Rotation
Overview
This script scales a game object based on the rotation from a another game object. Apply this script to the game object
that requires scaling.
Properties
Properties
Description
Source
Add here the source game object to get the rotation data.
Angles Range X
Minimum and Maximum Rotation X Angles for scaling.
Angles Range Y
Minimum and Maximum Rotation Y Angles for scaling.
Angles Range Z
Minimum and Maximum Rotation Z Angles for scaling.
Curve Scale X
Uniform scale curve relative to the Angles X Range.
Curve Scale Y
Uniform scale curve relative to the Angles Y Range.
Curve Scale Z
Uniform scale curve relative to the Angles Z Range.
Particle Scripts
Overview
Those scripts are manipulating particles and particle systems.
Particle Constant Position
Overview
The particles get aligned between two vectors and can be manipulated by a sinus curve.
Properties
Properties
Description
Target Particle System
Particles to manipulate from the particle system.
End Position
Vector of the second position.
Offset
Position offset.
Phase
Phase of the particles' position.
Frequency
Frequency of the particles' position.
Amplitude
Amplitude of the particles' position.
Particle On Off Over Duration
Overview
Deactivate one GameObject and activate another based on the duration of the particle system emitter.
Properties
Properties
Description
Source Particle System
Particle system that counts the duration to switch.
Off Object
Disables the game object after a duration elapses.
On Object
Enables the game object after a duration elapses.
Particle Position Sync
Overview
This script synchronizes the target particles' position with the source position. Apply this script on any Game Object.
Properties
Properties
Description
Source Particle System
Source particle system.
Target Particle System
Particle systems to sync with the source.
Rate Over Time
Value should be the same as in the source.
Burst Time
Burst time should be the same as in the source.
Burst Count
Burst count should be the same as in the source.
Offset
Offset relative to velocity.
Particle System Force Field Controller
Overview
This script dynamically changes the gravity property of a Particle System Force Field in Unity over time using an AnimationCurve. It is designed to provide a dynamic and animated effect to the associated Particle System.
Properties
Property
Description
Target Force Field
The force field to be animated.
Time Curve
Animation curve to define gravity changes over time.
Shaders
Overview
The shaders are vertex / pixel shaders written in CG.
Note
If you need them in HLSL, then you need to change the CG PROGRAM like here.
True color shaders perform linear interpolation between two colors, guided by a mask. Another feature is to blend
between additive and pre-multiply mode, guided by black and white values.
Note These shaders are outdated; the Multi Color shaders offer more features.
Particle
Overview
All true color particle shaders use Custom Data 1 and 2.
Setup Particle System Vertex Stream
You need to set up the vertex stream in your particle system.
Properties
Description
Set up Vertex Stream for billboards and stretch particles as shown in the picture.
Set up Vertex Stream for mesh particles as shown in the picture.
Enable and set Custom Data 1 and 2 as vectors and colors as shown in the picture.
Base
Overview
This shader includes the true color features.
Base Properties
Properties
Description
Transform
UV tiling and offset are used to repeat and shift the position of the alpha texture.
Packed Texture
It stores different masks in the channels, which are used as alpha. Only RGB channels are supported.
Dissolve
Overview
This shader is based on the true color particle base shader with an additional dissolve feature.
Base Properties
Properties
Description
Transform
UV tiling and offset are used to repeat and shift the position of the alpha texture.
Packed Texture
It stores different masks in the channels, which are used as alpha. Only RGB channels are supported.
Dissolve Properties
Properties
Description
Invert
Invert the ramp texture values.
Fall Off
Change the values from the ramp. Higher values will give hard edge results.
Transform
UV tiling and offset are used to repeat and shift the position of the ramp map.
Ramp Map
Map with gradient information that controls the direction of the dissolve effect.
Distortion
Overview
This shader is designed for creating dynamic visual effects using distortion techniques and customizable color blending. It uses textures and parameters to control transparency, blending, and distortion based on user input.
Properties
Property
Description
Alpha Texture
Alpha texture for transparency control.
Mask Texture
Mask texture to define effect areas.
Invert Mask
Toggle to invert the mask effect.
Blend Red Channeld
Control blending intensity for red.
Blend Green Channel
Control blending intensity for green.
Blend Blue Channel
Control blending intensity for blue.
Distortion Map
Texture used for distortion effects.
Disable Vertex Alpha
Disable vertex color alpha influence.
Z Test
Depth comparison function for visibility.
Swipe Distortion
Overview
This shader manipulates particle visuals by applying distortion and color blending effects based on various texture inputs, suitable for creating dynamic particle effects in VFX-heavy applications.
Defines areas where shader effects are altered, enhancing detail control.
Blend Red Channel
Controls intensity of red channel contributions to final color.
Blend Green Channel
Controls intensity of green channel contributions to final color.
Blend Blue Channel
Controls intensity of blue channel contributions to final color.
Distortion Texture
Provides a pattern or map for creating distortion effects on particles.
Dissolve Hardness
Determines the sharpness or intensity of dissolve effects.
Disable Vertex Alpha
Enables or disables vertex color alpha influence on the shader's output.
ZTest
Sets the GPU's depth testing, determining how content is layered.
Swipe Mask
Overview
This shader uses custom data to manipulate texture swiping and coloring, aiming to enhance visual effects by adjusting textures based on dynamic inputs.
Properties
Property
Description
Texture
Main texture for effect application.
Mask Texture
Mask texture to define areas of effect application.
Disable Vertex Alpha
Disable Vertex Alpha (boolean switch).
Z Test
Depth test comparison function setting.
Image Shaders
Overview
The image shaders are specially designed to be used by other artists, such as UI or non-technical / VFX artists. This
shader is intended to be used with a UI image.
Note
If you are using a atlas, you might need a script that passes UV coordinates from the atlas into the shader.
Cascade
Overview
This shader transitions the image from one state to its actual picture.
Cascade Properties
Properties
Description
Solve
Solves the following layers in this order: color layer, thin layer, distortion layer.
Delay Thin Layer
Delays solving the layer relative to the state of the solve properties.
Delay Distortion
Delays solving the layer relative to the state of the solve properties.
Layer Properties
Properties
Description
Color
Color Layer
Thin Strength
Blend strength of the thin layer.
Distortion Strength
Distortion strength.
Distort Alpha Channel
If enabled, the distortion will respect the alpha channel.
Texture Properties
Properties
Description
Ramp
Ramp texture
Color
Color texture for the thin layer
Distortion Map
Map with vector information applied to the UVs for directional distortion effect.
Fluid 2D
Overview
This shader is engineered for creating dynamic, fluid-like visual effects on UI elements, using texture blending, animated movements, and sophisticated shading techniques. For more details check the Fluid shader in Special shaders.
Properties
Properties
Description
Main Texture
Primary texture for the shader.
Enable Shader
Enable or disable the shader effect.
Fusion Strength
Strength of the fusion effect between textures.
Tint Color
Tint color for the main image.
Blend Edge
Intensity of the edge blending effect.
Tint Edge
Tint color for edges.
Blend Glow
Intensity of the glow effect.
Tint Glow
Tint color for glow effects.
Swipe Source and Target
Controls the swiping animation of the textures.
Swipe Glow and Direction
Controls the direction and speed of glow swipe.
Fusion Source
Fusion source texture.
Source Offset and Scale
Offset (X & Y), Scale (Z & W) for source texture.
Blend Channel Source
Blend Channel (X & Y & Z) for source texture.
Fusion Target
Fusion target texture.
Target Offset and Scale
Offset (X & Y), Scale (Z & W) for target texture.
Blend Channel Target
Blend Channel (X & Y & Z) for target texture.
Glow Mask
Texture that defines areas for glow effects.
Glow Offset and Scale
Offset (X & Y), Scale (Z & W) for glow texture.
Stencil Comparison
Stencil comparison function.
Stencil ID
Stencil ID for operations.
Stencil Operation
Stencil operation to perform.
Stencil Write Mask
Stencil write mask.
Stencil Read Mask
Stencil read mask.
Color Mask
Color channels that are written to the framebuffer.
Glitch
Overview
This shader creates a glitch effect, like a TV glitch. By default, it is set up with textures and a distortion map that
creates a cartoon style. For a different style, simply change the textures.
Jitter Properties
Properties
Description
Amplitude
Jitter strength value.
Frequency
Jitter frequency.
Distortion Properties
Properties
Description
Distortion Frequency
Distortion frequency.
Distortion Speed X
Swipe value for the U axis.
Distortion Speed Y
Swipe value for the V axis.
Color Properties
Properties
Description
Enable Tint
Activate image tinting.
Tint Strength
Blend strength value.
Flickering Frequency
Flickering frequency.
Multiply or Add Tint Texture
Blend between multiplied or additive tinting
Desaturation Strength
Increase or decrease image desaturation.
Desaturation
Overview
This shader desaturates the original image. For performance reasons, this shader doesn't use a typical HSL function.
Instead, the shader returns each color channel individually to create a grayscale effect.
Properties
Properties
Description
Strength
Blend between the original and grayscale.
Source Texture Channels
Vector specifying contribution to grayscale effect.
Shine
Overview
This shader generates a shine effect guide by a mask.
Main Properties
Properties
Description
Enable Shine
Activate the shine effect.
Enable Transparency
Alpha channel affects shine effect.
Shading Properties
Properties
Description
Tint Glow
Color for the shine effect.
Blend Glow
Control shine effect visibility.
Animation Properties
Properties
Description
Delay
Defines delay.
Swipe X and Y, Set Direction Z
Frequency of jitter.
Texture Properties
Properties
Description
Glow Mask
Jitter strength value.
Tiling & Offset
Jitter frequency.
Specialized Shaders
Overview
Specialized shaders are made for just one purpose; they combine different VFX features but are designed to support only one specific type of effect, for example, just to generate fluids.
Fake Eco Experimental
Overview
This shader manipulates visual effects by animating offsets and colors dynamically across three passes, each applying a distinct color (red, green, blue) with varying opacities based on position and animation parameters.
Properties
Property
Description
Type
Default Value
_OffsetMin
Minimum offset values for XYZW
Vector
(0.0, 0.0, 0.0, 0.0)
_OffsetMax
Maximum offset values for XYZW
Vector
(1.0, 1.0, 1.0, 1.0)
_Animation
Controls the animation parameters
Vector
(0.0, 0.0, 0.0, 0.0)
Polar Lights"
Overview
This shader is designed to create dynamic polar light effects using advanced texture manipulation and blending techniques, ideal for atmospheric and celestial phenomena.
Properties
Property Name
Description
Look Up Table
Defines color transformations and intensity variations for the polar lights.
Alpha Texture
Controls transparency and additional effects through RGB channels.
Blend Packed Texture Channel
Defines how each channel of the Alpha texture contributes to the final effect.
ZTest
Controls depth comparison to ensure correct layering with other scene elements.
Specialized Particle
Fluid
Overview
This shader is mainly for fluid effects. It is based on the fusion concept. It is a concept that I created to make
simple fluid effects for mobile productions.
Fusion Concept!
The fusion concept essentially involves merging two grayscale ramps and subsequently subtracting the grayscale values
with another value. After this, the values are multiplied by 100 to regain sharp edges while maintaining smooth, rounded
shapes. With additional motion applied to each ramp, and this way, you can create a fluid-like animation. For good
results, the grayscale ramp should be soft.
Main Texture Properties
Properties
Description
Multiply to Mask
If this is enabled, the mask will be multiplied to the alpha, affecting the fusion effect.
Use Custom Data 2 (Z, W) For Stretch And Squash
Enabling this feature allows you to control the tiling of a texture using custom data 2's Z and W channels.
Blend Channels
XYZ values blend the different RGB channels.
Tiling / Offset
UV tiling and offset are used to repeat and shift the position of the texture.
Packed Texture
It stores different masks in the channels, which are used as alpha. Only the RGB channels are supported.
Second Texture Properties
Properties
Description
Use Custom Data 2 (Z, W) For Stretch And Squash
Enabling this feature allows you to control the tiling of a texture using custom data 2's Z and W channels.
Blend Channels
XYZ values blend the different RGB channels.
Tiling / Offset
UV tiling and offset are used to repeat and shift the position of the texture.
Packed Texture
It stores different masks in the channels, which are used as alpha. Only the RGB channels are supported.
Mask Properties
Properties
Description
Shrink Mask
This value is applied to the mask texture.
Tiling / Offset
UV tiling and offset are used to repeat and shift the position of the texture.
Mask
Map with grayscale information to mask the alpha.
Fusion Properties
Properties
Description
Use Standard Alpha of Life
The alpha from particles will not be multiplied into the fusion effect; it will be used as a normal alpha blend.
Fusion Strength
This value controls how much will be subtracted from the alpha.
Alpha Blend
Transparency strength.
Edge Blend
Blends the edge.
Edge Tint
Tints the edge.
Edge Brightness
Controls the brightness of the edge.
Light Properties
Properties
Description
Light Enable
Enables the light source.
Light Direction
Sets the position of the light source.
Shadow Color
Sets the color value for the shadow areas.
Shadow Blend
Strength of the shadow visibility.
Multi Dynamic
Overview
This shader combines different dynamics and motion together, for example dissolving, distortions, UV sweeps, etc. The
dynamics are controlled by the custom data from the particle system Shuriken. You will also need meshes; the UV should
be warped in one direction (U or V).
Notep This is a very limited shader; it provides more or less the same features as the MultiColor Particle Shader but in a very optimized and limited way.
It doesn't support Compute features like the Multi Color shaders. It is recommended to use the MultiColor Particle Shader instead.
Debug Properties
The shader is quite complex, and during production, you can sometimes lose the overview of what the features are doing.
For that reason, I've built these debug properties to provide a better understanding of what the shader is doing. These
properties generate a new compute shader. After you've finished debugging, don't forget to disable the 'Compute Debug
Mode', as this enables and disables all debug modes.
Properties
Description
Compute Debug Mode
Computes all debug features.
Debug Glow
Visualizes the glow feature.
Debug Color
Visualizes the color feature.
Debug Alpha
Visualizes the alpha feature.
Debug Vertex Alpha
Visualizes the vertex alpha feature.
Debug Mask
Visualizes the mask feature.
Debug Dissolve
Visualizes the dissolve feature.
Debug Distortion
Visualizes the distortion feature.
Shading Properties
Properties
Description
Use Red Channel As Glow
Blends the red channel of the texture.
Use Green Channel As Glow
Blends the green channel of the texture.
Use Blue Channel As Glow
Blends the blue channel of the texture.
Additive Tint Color
Determines how much the tint color should be additive blend.
Additive Blend
Blends between pre-multiplied and additive mode.
Color Ramp
A ramp relative to the U axis, blending between the first and second color.
Second Color
Sets the second color value.
Ramp Blend
The strength of the ramp.
Ramp Offset
Offsets the ramp at the U axis.
Ramp Multiplier
Controls the gradient of the ramp.
Alpha Properties
Properties
Description
UV Flip U
Flips the UV coordinates horizontally.
UV Flip V
Flips the UV coordinates vertically.
UV Rotate 90 Degrees
Rotates the UV coordinates by 90 degrees.
Invert Swirl
Inverts the direction of the swirl.
Swirl Direction U
Sets the swirl direction.
Blend Channels
Blends the different channels' XYZ values of RGB.
Transform
Uses UV tiling and offset to repeat and shift the texture's position.
Packed Texture
Stores different masks in the channels, which are used as alpha. Only the RGB channels are supported.
Mask Properties
Properties
Description
UV Flip U
Flips the UV coordinates horizontally.
UV Flip V
Flips the UV coordinates vertically.
UV Rotate 90 Degrees
Rotates the UV coordinates by 90 degrees.
Overwrite Custom Data X for Stretch
If enabled, custom data X will tile the U coordinates from the mask map.
Overwrite Custom Data Y for Swipe
If enabled, custom data X will offset the U coordinates from the mask map.
Transform
Uses UV tiling and offset to repeat and shift the position of the mask map.
Mask
Map with grayscale information to mask the alpha.
Dissolve Properties
Properties
Description
UV Flip U
Flips the UV coordinates horizontally.
UV Flip V
Flips the UV coordinates vertically.
UV Rotate 90 Degrees
Rotates the UV coordinates by 90 degrees.
Invert
Inverts the gradients of the dissolve map.
Fall Off
Changes the values from the ramp; higher values will give hard edge results.
Transform
Uses UV tiling and offset to repeat and shift the position of the map.
Ramp
Map with gradient information to control the direction of the dissolve effect.
Distortion Properties
Properties
Description
Enable for Alpha
Applies distortion to the alpha texture.
Enable for Dissolve
Applies distortion to the dissolve map.
Enable for Mask
Applies distortion to the mask map.
Transform
Uses UV tiling and offset to repeat and shift the texture's position.
Distortion Map
Map with vector information applied to the UVs to create a directional distortion effect.
Screen Position Distortion"
Overview
This shader applies screen-space distortion effects to particles, suitable for creating dynamic environmental visual effects.
Properties
Property Name
Description
Distortion Texture
Defines the distortion pattern.
Distortion Set World Uv Coordinates
Toggle to use world coordinates for distortion UVs.
Distortion Strength
Controls the intensity of the distortion effect.
Distortion Uv Tiling & Offset
Manages tiling and offset for the distortion texture.
Distortion Mask
Defines where distortion is applied selectively.
Enable Rim Mask
Toggle to apply rim masking to the distortion edges.
Distortion Mask Invert
Toggle to invert the areas affected by the distortion mask.
Rim Mask Multiplier
Adjusts the rim mask's multiplication factor.
Rim Mask Hardness
Controls the hardness of the rim mask.
Distortion Mask Uv Tiling & Offset
Manages tiling and offset for the distortion mask.
Multi Color Shaders
Overview
Multi-color shaders use color ramps relative to grayscale values of the texture to colorize it. The alpha of the ramp
controls the additive and pre-multiply blend.
Light And Motion"
Overview
These latest shaders on the list are compute shaders, with features that can be enabled and disabled. The Multi Color shaders use a color ramp, which provides greater flexibility in the development of the look and feel.
They have the most VFX features, like adding light gradients, distortions, dissolving, sweeping, etc.
This shader has fewer features than the Particle Version, and the animation of some features is time-related.
These properties manage the timing and magnitude of geometry deformations, animating object shapes according to internal shader timing (_Time.y). This allows for effects such as pulsating structures, undulating terrains, or dynamic object morphing.
LUT Animate Offset, X min, Y max range, Z speed
This property dictates the animation of a Color Look-Up Table (LUT), which adjusts color grading dynamically. It sets the start and end points of the animation within the LUT and controls the speed at which this transition occurs, facilitating color transitions that can reflect different times of day or special effects.
UV Ramp Settings and UV Ramp Axis Blend
These properties adjust the calculation and blending of UV gradients over time, enabling advanced texture mapping such as animated flows or progressive reveals on surfaces. This could be used to simulate moving clouds on a sky dome or water currents on a river.
Dissolve Strength and Dissolve Fall Off
Used for dynamic dissolve effects, these settings control the intensity and the gradient of how materials appear to dissolve over time. Such effects are useful for depicting objects transitioning between states, such as disintegration or fading out.
Alpha Mask Speed Squeeze XY & Swipe ZW
This property manipulates the alpha mask dynamically, affecting texture visibility in an animated fashion. It’s crucial for effects where texture exposure changes over time, such as revealing or obscuring parts of an object according to specific gameplay events.
Multi Color Particle
Light and Motion Particle
Overview
This shader is a multifunctional for VFX Artists, enabling the creation of diverse and dynamic visual effects through a
modular and customizable approach. It covers a broad spectrum of VFX needs, from geometry and UV manipulation, lighting
and shading, to dissolve and distortion effects.
Compute Properties
Properties
Description
Compute Geometry
Computes geometry features.
Compute Geometry and Texture
Adds texture features to the geometry features.
Compute Gradient by Uv
Computes gradient features.
Compute Uv Manipulate
Computes UV transform features.
Compute Dissolve
Computes dissolve features.
Compute Dissolve Clip
Adds an alpha clipping feature to the dissolve features.
Compute Distortion
Computes distortion features.
Geometry Properties
Properties
Description
Rim Multiplier
Strength of the rim effect.
Rim Hardness
Controls the hardness of the fall-off from the rim.
Rim Blend
Controls how much the rim is visible.
Deforming Frequency
Controls the frequency of the sinus curve.
Deforming Amplitude
Controls the strength of the sinus curve.
Deformation Axis
Translates the geometry to deform it.
Push Axis
Pushes the geometry along the normals.
Geo Offset Use Custom Data 1
Switch to control deformation strength by custom data 1.
Geo Offset By CD1 Channel (0 - 3)
Sets deformation strength by custom data 1 channel.
Glow Properties
Properties
Description
Tint Glow
Sets the color of the glow.
Use Custom Data 1
Switch to control the visibility of the gradient using custom data1.
Strength by CD1 Channel
Select a custom data channel from 0 to 3 to determine the strength.
Strength
Controls the overall strength of the glow.
Glow Blend From Gradient
Gradient features control the visibility of the glow.
Glow Blend From LUT Alpha
Look Up Texture features controls the visibility of the glow.
Glow Blend From Alpha Channels
Alpha Channels features control the visibility of the glow.
Glow Blend From Alpha Mask
Alpha Mask features control the visibility of the glow.
Glow Blend From Rim
Rim features control the visibility of the glow.
Rim Invert
Inverts the rim effect.
Rim Multiplier
Controls the strength of the rim effect.
Rim Hardness
Controls the hardness of the fall-off from the rim.
World Position Mask Properties
Properties
Description
Enable World Position Mask
Multiplies the world position gradient in to the alpha channel.
Set Look Up Table To World Position
Transfers the LUT colors in to the WP gradient.
World Position Mask Axis
Set direction of the WP mask.
World Position Mask Offset
Translate the world position.
World Position Mask Multiplier
Strength of the WP gradient.
World Position Hardness
Sharpness of the WP gradient.
Gradient Properties
Properties
Description
Color
Sets the color of the gradient.
Strength
Controls the strength of the gradient.
Brightness
Controls the visibility of the gradient.
Blend Use Custom Data 1
Switch to control the visibility of the gradient using custom data1.
CD1 Channel (0 - 3)
Select a custom data channel from 0 to 3 for gradient adjustments.
Gradient by Light
When enabled, the gradient adopts normal light behavior.
Convert To A Light
Converts gradient influence to mimic lighting effects.
Set Position
Sets the local position for gradient-based lighting calculations.
Light Position
Sets the Light position relative to the local position.
Light Range
Controls the range of the light effect.
Light Fall Off
Higher values will create higher fall off range.
Light Hardness
Higher values will reduce the fall off.
Gradient by UV
Adjusts gradient effects based on UV mapping coordinates.
UV Ramp Axis Blend
Defines on which direction the gradient should be created.
UV Ramp Offset
Translates the UV per axis.
Shading Properties
Properties
Description
Look Up Table
Map with a color gradient from left to right.
Switch LUT to Color Gradient
Gradient color will be replaced by the LUT.
Multiply Particle Color
Particle / vertex colors will be added to mesh / particles.
Use custom data 1
Switch to control the v offset. For example, to animate between two or more gradients.
CD1 Channel (0 - 3)
Select a custom data channel from 0 to 3.
Alpha Properties
Properties
Description
Enable Alpha Mask
Activates the alpha mask properties.
Disable Alpha
The packed texture will be extracted from alpha. This is used to disconnect the grayscales from alpha and just use it for the colors. The alpha mask can replace the alpha.
Packed Texture
Stores different masks in the channels, which are used as alpha.
Blend Packed Texture Channels
Blends the different channels' XYZ values of RGB.
UV Tiling & Offset
Uses UV tiling and offset to repeat and shift the texture’s position.
Alpha Mask
Texture with grayscale information to define where and to what extent the visibility should be applied.
Use Alpha UV
Enables UV tiling and offset from packed textures.
Enable Squeeze XY & Swipe ZW
With a value of 1, it enables the use of a custom data value for squeezing and swiping the UV.
Use Custom Data 1 Channel (0 - 3)
Select a custom data channel from 0 to 3.
Dissolve Properties
Properties
Description
Map
Texture with grayscale information to define where and to what extent the dissolve should be applied.
Flip U
Flips the UV coordinates horizontally.
Flip V
Flips the UV coordinates vertically.
Rotate 90 Degrees
Rotates the UV coordinates by 90 degrees.
Use Alpha Uv
Uv Tiling & Offset will used from packed textures.
Invert Ramp
Inverts the gradients of the dissolve map.
Use Custom Data 1
With a value of 1, it enables the use of a custom data value for the dissolve strength.
Strength By Use Custom Data Channel (0 - 3)
Select a custom data channel from 0 to 3.
Strength
Controls the strength of the dissolve effect.
Uv Tiling & Offset
Uses UV tiling and offset to repeat and shift the texture’s position.
Fall Off
Changes the values from the map higher values will give hard edge results.
Distortion Properties
Properties
Description
Map
Texture with vector information applied to the UVs to create a directional distortion effect.
Mask
Texture with grayscale information to define where and to what extent the distortion should be applied.
Mask Invert
Distortion will be applied to the alpha texture.
Enable For Alpha
Uses UV tiling and offset to repeat and shift the position of the texture.
Enable For Dissolve
Distortion will be applied to the dissolve map.
Use Custom Data 1
With a value of 1, it enables the use of a custom data value for the distortion strength.
Strength By Use Custom Data Channel (0 - 3)
Select a custom data channel from 0 to 3.
Strength
Controls the strength of the distortion effect.
Set Uv To World Coordinates
Set the uv’s in to world coordinates.
Uv Tiling & Offset
Uses UV tiling and offset to repeat and shift the texture’s position.
UV Manipulate Properties
Properties
Description
Uv Alpha
Enable Squeeze XY and Swipe ZW
With a value of 1, it enables the use of a custom data value for squeezing and swiping the UV.
Use Custom Data 1 Channel (0 - 3)
Select a custom data channel from 0 to 3.
Uv Distortion
Enable Squeeze XY and Swipe ZW
With a value of 1, it enables the use of a custom data value for squeezing and swiping the UV.
Use Custom Data 1 Channel (0 - 3)
Select a custom data channel from 0 to 3.
Uv Twist
Invert U
Is inverting the u direction.
Invert V
Is inverting the v direction.
Alpha Use Custom Data
Adding the twist effect to the alpha texture.
Dissolve Use Custom Data
Adding the twist effect to the distortion map.
Twist
Controls the strength of the twist. If the Use Custom Data is Enabled. The four values becomes a switcher to activate the custom channel usage.
Use Custom Data 1 Channel (0 - 3)
Select a custom data channel from 0 to 3.
Light and Volume
Overview
Control how different layers within the volume shader interact with light and depth to enhance three-dimensional effects.
Shading Properties
Properties
Description
Z Write Solid Layer
Layer will be rendered in depth buffer.
Blend Solid Layer
Controls the visibility of the solid layer.
Squeeze Solid Layer
Push the polys backwards along the normals.
Z Write Blur Layer
Layer will be rendered in depth buffer.
Blend Blur Layer
Controls the visibility of the solid layer.
Rim Multiplier
Strength of the fresnel effect.
Rim Hardness
Higher values will create a sharper rim effect.
Look Up Table
Gradient to colorize the light.
Light Properties
Properties
Description
Set Position
Set the local position.
Light Source Position
Sets the Light position relative to the local position.
Use Look Up Texture As Color
Controls the strength of the adding effect.
Blend Use Custom Data 1
Switch to control the visibility of the gradient using custom data1.
Blend by CD1 Channel (0 - 3)
Select a custom data channel from 0 to 3.
Convert To A Light
When this is enabled, the gradient adopts normal light behavior.
Light Range
Controls the range of the light.
Light Fall Off
Higher values will create higher fall off range.
Light Hardness
Higher values will reduce the fall off.
Color
Sets the light color.
Strength
Controls the visibility of the gradient.
Gradient Brightness
Controls the strength of the adding effect.
Temperature Properties
Properties
Description
Temperature Multiplier
Sets the range of Heat.
Temperature Hardness
Sets the strength of the heat.
Heat Color
Is tinting the heat area.
Heat Color Multiplier
Overdrive the color values to generate glow.
Temperature Map
Grayscale texture to dissolve and to control the strength of the heat.
Temperature Direction Map
Additional Grayscale texture to control the global dissolve direction.
Flip U
Set the local position.
Flip V
Set’s the Light position relative to the local position.
Rotate 90 Degrees
Controls the range of the light.
Invert Map
With a value of 1, it enables the use of a custom data value for the dissolve strength.
Use Custom Data 1
Select a custom data channel from 0 to 3.
Strength by CD1 Channel (0 - 3)
Controls the strength of the dissolve effect.
Strength
Controls the strength of the dissolve effect.
UV Tiling & Offset
Uses UV tiling and offset to repeat and shift the texture’s position.
Fall Off
Changes the values from the ramp; higher values will give hard edge results.
With this particle, you sort the particles by layering them in the hierarchy.
Category
Property Name
Description
Compute Features
Compute Debug
Toggle for enabling debug visualizations.
Compute Uv Manipulate
Toggle to enable UV manipulations for effects.
Compute Dissolve
Toggle to enable dissolve effects.
Compute Distortion
Toggle to enable distortion effects.
Debug Features
Visualize Dissolve
Toggle to visualize the dissolve effect.
Visualize Distortion
Toggle to visualize the distortion effect.
Visualize Distortion Mask
Toggle to visualize the distortion mask.
Look and Feel
Look Up Table
Look Up Table for color grading.
Switch LUT to Color Gradient
Switch between LUT and color gradient.
Select Ramp
Selector for different color ramps.
Alpha Properties
Packed Texture
Main texture for alpha manipulation.
Blend Packed Texture Channel
Vector for blending packed texture channels.
Uv Tiling & Offset
UV tiling and offset for alpha textures.
Uv Alpha Enable Squeez XY & Swipe ZW
Enables squeezing and swiping for alpha UVs.
Uv Alpha Use Custom Data 1 Channel (0 - 3)
Channels for custom data use in UV alpha manipulation.
Dissolve Properties
Dissolve Ramp
Texture used for the dissolve ramp.
Dissolve Flip U
Toggle to flip dissolve effect horizontally.
Dissolve Flip V
Toggle to flip dissolve effect vertically.
Dissolve Rotate 90 Degrees
Toggle to rotate dissolve texture by 90 degrees.
Dissolve Invert Ramp
Toggle to invert the dissolve ramp.
Dissolve Use Custom Data 1
Toggle to use custom data for dissolve strength.
Dissolve Strength by CD1 Channel (0 - 3)
Selector for custom data channel for dissolve strength.
Dissolve Strength
Strength of the dissolve effect.
Dissolve Uv Tiling & Offset
UV tiling and offset for dissolve texture.
Dissolve Fall Off
Control over the sharpness of the dissolve transition.
Distortion Properties
Distortion Texture
Texture used for applying distortion.
Distortion Mask
Mask texture for distortion effect.
Distortion Mask Invert
Toggle to invert the distortion mask.
Distortion Enable for Alpha
Toggle to apply distortion to alpha channel.
Distortion Enable for Dissolve
Toggle to link distortion strength to dissolve effect.
Distortion set to World Coords
Toggle to use world coordinates for distortion.
Distortion Strength Alpha
Strength of distortion effect on alpha channel.
Distortion Strength Dissolve
Strength of distortion effect linked with dissolve.
Distortion Uv Tiling & Offset
UV tiling and offset for distortion texture.
UV Manipulate Properties
Uv Distortion Enable Squeez XY & Swipe ZW
Control over squeezing and swiping distortion UVs.
Particle Properties
Enable Particle Alpha
Toggle to enable particle alpha transparency.
Enable Particle Color Strength
Strength of the particle color effect.
Render Properties
Stencil Comparison
Stencil comparison function.
Stencil ID
Stencil ID for rendering.
Stencil Operation
Stencil operation for rendering.
Stencil Write Mask
Mask for writing to the stencil buffer.
Stencil Read Mask
Mask for reading from the stencil buffer.
Color Mask
Color channel mask for rendering.
Clip Rect
Rectangular area for clipping in the UI.
Multi Color Image
Overview
The shader is designed for use in user interfaces, providing various visual effects like dissolve, distortion, and UV manipulation to enhance UI elements.
Category
Property Name
Description
Description Properties
None specified
Provides general shader information and feature categorization
Compile Features
Compute Debug
Enables debug mode for visual testing
Compute UV Manipulate
Allows manipulation of UV coordinates
Compute Dissolve
Enables dissolve effects for disintegration appearances
Compute Distortion
Applies distortion effects to textures
Compute UV Radial
Enables radial transformations on UV mappings
Compute UV Atlas
Supports using a texture atlas
Debug Features
Visualize Dissolve
Visualize the dissolve effect
Visualize Distortion
Visualize the distortion effect
Visualize Distortion Mask
Visualize the distortion mask
Look and Feel Properties
Look Up Table
Lookup table for color grading
Use Image
Toggle to use or ignore the main image texture
Switch LUT to Color Gradient
Switches from using a LUT to a direct color gradient
Select Ramp
Selector for different color gradients
Alpha Properties
Packed Texture
Primary texture used for alpha properties
Flickering
Adds a flickering effect to simulate fire or electricity
Blend Packed Texture Channel
Controls blending of packed texture channels
UV Tiling & Offset
Controls UV tiling and offset for alpha manipulation
Alpha Radial Speed
Controls the speed of radial alpha effects
Enable Radial UV
Enables radial UV effects
Dissolve Properties
Dissolve Ramp
Texture used for the dissolve effect
Dissolve Flip U
Flips the dissolve effect along U coordinates
Dissolve Flip V
Flips the dissolve effect along V coordinates
Dissolve Rotate 90 Degrees
Rotates the dissolve effect by 90 degrees
Dissolve Invert Ramp
Inverts the dissolve ramp
Dissolve Strength
Controls the strength of the dissolve effect
Dissolve Fall Off
Controls the falloff of the dissolve effect
Dissolve UV Tiling & Offset
Controls UV tiling and offset for the dissolve effect
Distortion Properties
Distortion Texture
Texture used for distortion effects
Distortion Mask
Mask texture for controlling distortion areas
Distortion Mask Invert
Inverts the distortion mask
Distortion Enable for Alpha
Enables distortion effect for alpha
Distortion Enable for Dissolve
Enables distortion effect for dissolve
Distortion Strength Alpha
Controls the strength of distortion for alpha
Distortion Strength Dissolve
Controls the strength of distortion for dissolve
Distortion UV Tiling & Offset
Controls UV tiling and offset for distortion effects
UV Manipulate Properties
UV Radial Distortion
Enables radial distortion effects
UV Distortion Enable Squeez XY & Swipe ZW
Enables distortion effects with squeeze and swipe manipulation