DESF Addon Modules

DESF Addon Modules
Documentation about modules that can be added into core shaders in many configurations.
Table of Content
DESF Addon Modules / Color Shifting

COLOR SHIFT
Mode: off/object space/world space/vertex color/vertex normal
Shift Variation: hue per influence from mode selected
Shift Variation RGB: angle on a color cylinder
Shift Influence: influence from main texture
Shift Saturation: hue amount of gray in HSV color space
Noise Scale: noise scatting

COLOR SHIFT (World Space Mode)
Distance: blending length
Offset: blending offset
Noise Shift: hue angle in HSV color space

COLOR SHIFT (Mask)
Mode: off / active / active Inverted
Mask Map: use your translucency maps or custom maps
Mask Fuzziness: reduces mask edge to improve blending

Variation Examples

Color Shift – Off

Color Shift – Locked

Color Shift – Vetex Color

Color Shift – Vertex Normal

Color Shift – Dynamic

DESF Addon Modules / Custom Lighting

ABOUT CUSTOM LIGHTING​
Custom Lighting Module is a standard pipeline only use ​
works with ASE custom lighting shader templates

Indirect Strength Diffuse: light from light probes
Indirect Strength Specular: light from light probes & reflection probes
Indirect Occlusion: darkens reflections
Indirect Smoothness: blurs reflections
Specular Mode: off / active / active clamped
Specular Tint: click the color box to open the color picker
Specular Strength: strength
Specular Wrap: reduce view direction
Specular Glossiness: gloss
Shadow Strength: shadow strength
Shadow Sharpness: sharpness
Shadow Offset: offset

Variation Examples

DE Custom Lighting Surface Detail

DE Custom Lighting Surface Moss

DE Custom Lighting Cutout Translucency

DESF Addon Modules / Snow

ABOUT SNOW
Snow may be added into almost any Master Map node​

Snow addons can be applied in any shader configuration:

  • Top down
  • Bottom up ​
  • Dynamic ​
  • Top down + bottom up combined

Snow addon module also can add snow noise map for screen space glitter sparkle effect.

Mode: off/top down/bottom up/ top bottom
Top Tint: click the color box to open the color picker
Top Brightness: brightness intensity of color
Bottom Tint: color tint blended into albedo texture
Bottom Brightness: brightness intensity of color
Albedo Map: texture sRGB
UV Position: world space / object space
Tilling/Offset: tilling X/Y and offset X/Y
Normal Map: texture normal map
Normal Strength: decreasing or increasing how bumpy
Noise Scale: blending scatter
Noise Shift: blending offset
Distance Offset: blending scatter offset
Distance Length: blending length
Color Saturation: hue amount of gray in HSV color space
Color Double Space: color space double variable
Metallic Strength: value 0 being dielectric (non-metallic) & 1 full metal
Occlusion Strength: high or low indirect lighting
Smoothness Strength: geometric roughness factor for specular AA
Offset: blending offset
Intensity: strength
Blend Strength: blend influence

Noise Mode: off / active​
Noise Color: tint​
Noise Map: texture sRGB​
Tilling: tilling​
Noise Intensity: strength ​
Noise Threshold: smoothing noise ​
Noise Range: max range in smoothing ​
Noise Screen Contribution: screen position contribution​
Noise Animation: off / active​
Noise Speed: sparkle animation speed ​

Variation Examples

DE Snow Surface Simple – Top Down

DE Snow Surface Simple – Bottom Up

DE Snow Surface Simple – Mixed

DESF Addon Modules / Moss

ABOUT MOSS
Moss may be added into almost any Surface Master Map node

Moss addons can be applied in any shader configuration:

  • Top down
  • Bottom up
  • Dynamic
  • Top down + bottom up combined

Mode: off/top down/bottom up/ top bottom
Top Tint: click the color box to open the color picker
Top Brightness: brightness intensity of color
Bottom Tint: color tint blended into albedo texture
Bottom Brightness: brightness intensity of color
Albedo Map: texture sRGB
UV Position: world space / object space
Tilling/Offset: tilling X/Y and offset X/Y
Normal Map: texture normal map
Normal Strength: decreasing or increasing how bumpy
Noise Scale: blending scatter
Noise Shift: blending offset
Distance Offset: blending scatter offset
Distance Length: blending length
Color Saturation: hue amount of gray in HSV color space
Color Double Space: color space double variable
Metallic Strength: value 0 being dielectric (non-metallic) & 1 full metal
Occlusion Strength: high or low indirect lighting
Smoothness Strength: geometric roughness factor for specular AA
Offset: blending offset
Intensity: strength
Blend Strength: blend influence

Variation Examples

DE Surface Moss – Top Down

DE Surface Moss – Bottom Up

DE Surface Moss – Mixed

DESF Addon Modules / Detail

Enable Detail Map: off / on
Tint: click the color box to open the color picker
Albedo Map: texture sRGB
Tilling Mode: tilling X/Y and offset X/Y
Normal Map: texture normal map
Normal Strength: decreasing or increasing bumpy
Blend Influence: the amount of influence from main albedo texture
Blend Vertex Color: red/ green / blue
Blend Height: blending from vertex color
Blend Smooth: adds smoothing into final blend edges

Enable Detail Mask: off / active
Mask Map: texture sRGB
Blend Amount: mask influence
Blend Hardness: feathers mask influence
Blend Falloff: reduces mask edge to improve blending
Tilling/Offset: tilling X/Y and offset X/Y

Variation Examples

DE Surface Detail

DE Surface Detail Masked

DESF Addon Modules / Dissolve

Dissolve & Dissolve fade module can be easily added in surface, cutout and or billboard shader, function uses noise texture to guide a dissolve ramp textures.

Fade effects dither effects:
● blue noise textures
● procedural dither 4×4 or 8×8

Dissolve Two-Sided Fade Dither

Dissolve Two-Sided Ramp

Dissolve Emission

Dissolve Cutout

Dissolve Mode: off / active
Dissolve Guide Noise: texture RGB noise
Dissolve Ramp: texture sRGB ramp
Tilling / Offset: tilling X/Y and offset X/Y
Dissolve Amount: main dissolve function

Fade Mode: off / active
Start Fade: distance from camera
End Fade: distance from camera

Dither Type: 4×4 / 8×8 / Dither Noise Texture
Dither Noise: texture RGB dither noise

DESF Addon Modules / Emission Standard

ABOUT EMISSION
Simple general-purpose Emission shader

Emission Mode: off / active
Emission Tint: click the color box to open the color picker
Emission Strength: intensity of the emission

Variation Examples

DE Surface Emission Standard

DE Cutout Emission Standard

DESF Addon Modules / Emission Color Masking

Emission Mode: off / object space / world space
Masking Color: color that will be masked
Masking Range: feathers masked color
Masking Fuzziness: reduces mask edge to improve blending
Tint: emission click the color box to open the color picker
Intensity: intensity of the emission
Glow Tint: click the color box to open the color picker
Glow Strength: intensity of the emission back face

World Space Offset: blending offset
World Space Blend: blend
World Space Scatter: scatter pattern
World Space Shift: Hue angle in HSV color space
World Space Distance: blending length

Variation Examples

DE Surface Emission Color Masking

DE Cutout Emission Color Masking

DESF Addon Modules / Emission Glow

ABOUT EMISSION GLOW
Emission glow with a more complex emission mask using each RGBA channel to apply a specified emission per channel, useful for larger more complex models such as that found with car headlights​

Emission Mode: off / active
Emission Map: texture RGB
Tilling/Offset: tilling X/Y and offset X/Y
Tint: click the color box to open the color picker
Strength: intensity of the emission
Glow Tint: click the color box to open the color picker
Glow Strength: intensity

Emission Mask Mode: Off / Active
Emission Map Mask: texture RGBA
Tilling/Offset: tilling X/Y and offset X/Y
Mask Tint: per channel, click the color box to open the color picker

Variation Examples

DE Surface Emission Glow

DE Cutout Emission Glow

DESF Addon Modules / Emission Highlight

Enable Highlight: Off / Active​
Highlight Tint: emission tint​
Highlight Strength:​ —-
Speed:​ —-
Speed Min Level:​ —-
Speed Max Level:​ —-

DESF Addon Modules / Emission Panning

ABOUT EMISSION PANNING
Emission panning texture mask with simple emission controls​

Emission Mode: off / active
Emission Map: texture RGB
Tilling/Offset: tilling X/Y and offset X/Y
Rotation: mask rotation
Emission Tint: click the color box to open the color picker
Emission Strength: intensity of the emission
Panning Tint: click the color box to open the color picker
Panning Strength: emission intensity
Panning Speed Y: speed offset Y
Panning Speed X: speed offset X

Variation Examples

DE Surface Emission Panning

DE Cutout Emission Panning

DESF Addon Modules / Grunge

ABOUT GRUNGE
Grunge Mask applies per the face angle

GRUNGE MAPPING

  • Grunge horizontal wear
  • Gunge vertical wear​
  • Grunge curvature wear

Mode: active / active Inverted
Tint: click the color box to open the color picker
Grunge Map: texture sRGB RGB
Grunge Normal: texture normal map
Tilling/Offset: tilling X/Y and offset X/Y
Metallic: value 0 being dielectric (non-metallic) & 1 full metal
Smoothness: geometric roughness factor for specular AA
Saturation: hue amount of gray in HSV color space
Normal Strength: decreasing or increasing how bumpy

MASKING PER COLOR​
Masking Source: map grunge / map albedo
Masking Color: click the color box to open the color picker
Masking Color Range: mask influence
Masking Color Fuzziness: reduces edge to improve mask
Blend Strength: blend influence
Blend Mix: reduces edge to improve blend

MASKING PER TEXTURE​
Grunge Mask: texture sRGB RGB
Tilling/Offset: tilling X/Y and offset X/Y
Rotation: mask rotation
Blend Strength: blend influence
Blend Mix: reduces edge to improve blend

Variation Examples

DE Grunge Surface Mask Color

DE Grunge Surface Mask Texture

DE Grunge Cutout Mask Texture – Off

DE Grunge Cutout Mask Texture – Active

DE Grunge Cutout Mask Color – Active Inverted

DESF Addon Modules / Light UV Reveal

ABOUT LIGHT UV REVEAL
A forward render shader, point light or spot light color should be set to match the color to be filtered in shader for the mask to be revealed on surface.

UV Map: texture emission
UV Tiling: tilling X/Y
UV Offset: offset X/Y
UV Filtered Color: color from light that will be applied in UV Map
UV Threshold: applied light levels

Variation Examples

DE Surface Ultraviolet Revel

DESF Addon Modules / Rain

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Rain Darken: darkens model for wetness effects
Rain Mode: off / active
Rain Map: normal mapped flipbook
Intensity: rain strength
Speed: flipbook
Screen Contribution: screen contribution
Columns: qty of flipbook columns
Rows: qty of flipbook rows
Mode UV: standard or stochastic sampling
Tilling/Offset: tilling X/Y and offset X/Y

Variation Examples

DE Rain Surface Simple

DE Rain Cutout Simple

DE Rain Glass Simple

DESF Addon Modules / Toon Texture

Toon Mode: off /ramp / matcap
Toon Map: matcap or ramp textures per the mode selected
Saturation: hue amount of gray in HSV color space

DESF Addon Modules / Toon Outline

Outline Tint: Color Picker in HDR the input from albedo textures is also calculated into outline color
Outline Thickness: Thickness width of outline
Outline Distance: distance from camera that the thickness will become a contestant, at closer distance the outline thickness will reduce

DESF Addon Modules / Tessellation

ABOUT TESSELLATION

  • Distance Based Tessellation​
  • Edge Length Tessellation​​
  • Edge Length Cull Tessellation​​

Tessellation Mode: off / Active

Tessellation Strength: The number of subdivisions that a triangle can have. If you want more subdivisions, set this to a higher value. More subdivisions increase the strength of the tessellation effect and further smooths the geometry. Note that higher values also increase the resource intensity of the tessellation effect

Tessellation Distance Min: The distance (in meters) to the Camera at which tessellation begins to fade out. Unity fades tessellation out from this distance up until End Fade Distance, at which point it stops tessellating triangles altogether.

Tessellation Distance Max: The maximum distance (in meters) to the Camera at which tessellates triangles. Unity does not tessellate triangles at distances that are further from the Camera further than this distance.

Tessellation Culling: Specifies how Unity culls tessellated triangles. If you want to disable back-face culling, set this to -1.0. If you want more aggressive culling and better performance, set this to a higher value.

DESF Addon Modules / Lighting Translucency

ABOUT TRANSLUCENCY​

  • Forward Render Shaders​
  • HDRP Render Shaders​
  • URP Render Shaders
  • Custom Lighting Shaders

ABOUT FORWARD RENDER SHADERS
Transmission and translucency are only available in forward render, for deferred render modes see Subsurface Scattering options.

Enable Translucency: off / on​
Translucency Source:​

  • Texture: (G) Green channel from mask texture for thickness
  • Baked: baked thickness in the model’s vertex texcord​

Translucency Tint: adds color in lighting translucency​
Transmission Tint: adds color in lighting transmission ​
Translucency Map: texture RGB​
Translucency Inverted: Inverts translucency map ​
Translucency Thickness: increase or decrease strength ​
Strength: translucency effect strength​
Normal Distortion: defines the amount of normal distortion ​
Scattering Falloff: scattering falloff amount ​
Direct: direct light influence on the translucency effect​
Ambient: GI/ambient light influence on the translucency effect​
Shadow: self-shadowing reduces the translucency in shadowed areas

ABOUT HDRP RENDER SHADERS
Unity HDRP pipelines run translucency maps as inverted from that found in other pipelines​.

Enable Translucency: off / on​
Translucency Source:​

  • Texture: (G) Green channel from mask texture for thickness
  • Baked: baked thickness in the model’s vertex texcord​

Translucency Map: texture RGB​
Translucency Inverted: Inverts Translucency Map​
Translucency Thickness: increase or decrease strength​
Subsurface Intensity: translucency effect strength​
Subsurface Falloff: amount for the translucency effect​
Subsurface Distortion: amount of normal distortion​
Subsurface Power: subsurface scattering Power

ABOUT URP RENDER SHADERS
————–

Enable Translucency: off / on​
Translucency Source:​

  • Texture: (G) Green channel from mask texture for thickness
  • Baked: baked thickness in the model’s vertex texcord​

Translucency Tint: adds color in lighting translucency​
Transmission Tint:
adds color in lighting transmission ​
Translucency Map: texture RGB​
Translucency Inverted: Inverts Translucency Map​
Translucency Thickness: increase or decrease strength​
Transmission Shadow: Self-shadowing influence on the transmission effect, reduces the transmission effect in shadowed areas​
Translucency Strength: strength​
Translucency Normal Distortion: distortion in translucency ​
Translucency Scattering: scattering falloff amount in translucency​
Translucency Direct: Direct light influence in translucency​
Translucency Ambient: GI/ambient light influence in translucency​
Translucency Shadow: Self-shadowing influence on the translucency effect, reduces the translucency effect in shadowed areas​

ABOUT CUSTOM LIGHTING RENDER SHADERS
————–

Enable Translucency: off / on​
Translucency Source:​

  • Texture: (G) Green channel from mask texture for thickness
  • Baked: baked thickness in the model’s vertex texcord​

 

Translucency Tint: adds color in lighting translucency​
Transmission Tint: adds color in lighting transmission ​
Translucency Map: texture RGB​
Translucency Inverted: Inverts Translucency Map​
Translucency Thickness: increase or decrease strength​

DESF Addon Modules / Vector Displacement

VDM Map: vector displacement map
Normal Map: texture normal map
Animation Mode: off / grabbing / rolling
Emission Mode: off/active
Emission Front Face Tint: click the color box to open the color picker
Emission Front Face Intensity: brightness intensity of color
Emission Back Face Tint: click the color box to open the color picker
Emission Back Face Intensity: brightness intensity of color

DESF Addon Modules / Wind

Wind Module can be added to almost any shader thru connecting vertex position port​

Important: When using cut-out and surface shader together on the same model the wind influence values should be matched up to same values in order to have correct wind applied thru the entire model​

Vertex Wind uses vertex color from RGB channels that control a single type of wind movement​

(R) Red: = main wind​
(0 value tree has no bending)​
(1 value tree is full bending​)

(G) Green: = randomness / leaf variation ​

(B) Blue: = turbulence ​

Addon Module Wind – Billboard

Addon Module Wind – Cutout

Addon Module Wind – Surface

Wind Mode:​
Off: disables all wind functions​
Global: use with wind script ​
Local: overrides global controller and works without scripts​

Wind Type:
Leaf: best use on leafy materials​
Palm: best use on larger type leafy materials ​
Grass: best use on grass type materials​
Simple: best use on tree trunks​
Ivy: Best use on ivy type materials ​

Wind Strength: wind strength ​
Wind Turbulence: randomness into wind effect​
Wind Pulse: wave speed ​
Wind Direction: main wind direction ​
Wind Random Offset: Shivering effect ​

Addon Module Wind – Cloth

ABOUT CLOTH
Cloth is part of a wind module adding a wind effect suitable for cloth type models, wind cloth may be added to most surface or cutout shaders, Users may change the wind mask texture for different effects.​

Wind Mode Cloth: off / active ​
Wind Pattern Map: guide map used to guide wind motion​
Wind intensity:​ —-
Wind Speed: wind strength​
Wind Frequency: pulse effect ​
Wind Direction: —-

Addon Module Wind – Mask

Wind Mask Mode: Off / Active Texture / Active Procedural ​
Visualize: shows areas masked

Wind Mask Texture Mode​
Wind Mask: active in texture mode​
Mask Intensity: 0 = no influence 1 = fully masked ​