Billboard shaders may vary depending on unity render pipelines

Control | Function |
Cull Mode | off / front / back |
Global Illumination Emissive | none / any / bake / real-time |
Normal Mode | default / flip / mirror |
Clip Glancing Angle | clipping grazing angles |

Control | Function |
Tint | click color box to open unity color picker |
Albedo Map | texture sRGB |
Brightness | brightness intensity of color |
Alpha Cut-off Bias | create a transparent effect with hard edges between the opaque and transparent areas |
Alpha Cut-off Bias Shadow | shadow alpha value limit |
Tilling / Offset | tilling X/Y and offset X/Y |
Normal Map | texture normal map |
Normal Strength | decreasing or increasing bumpy |
Metallic Strength | value 0 being dielectric (non-metallic) & 1 full metal |
Occlusion Source | texture / baked |
Occlusion Strength | high or low indirect lighting |
Smoothness Min Smoothness Max |
geometric roughness factor for specular AA |
Cutout shaders are designed and optimized to represent most of the materials needed in a game production

Control | Function |
Cull Mode: | off / front / back |
Global Illumination Emissive: | none / any / bake / real-time |
Normal Mode: | default / flip / mirror |
Clip Glancing Angle: | clipping grazing angles |

Control | Function |
Tint | click color box to open unity color picker |
Albedo Map | texture sRGB |
Brightness | brightness intensity of color |
Alpha Cut-off Bias | create a transparent effect with hard edges between the opaque and transparent areas |
Alpha Cut-off Bias Shadow | shadow alpha value limit |
Tilling / Offset | tilling X/Y and offset X/Y |
Normal Map | texture normal map |
Normal Strength | decreasing or increasing bumpy |
Mask Map | (R) Ambient Occlusion (B) Roughness /Smoothness (G) Metallic /Gloss (A) Blank not used |
Metallic Strength | value 0 being dielectric (non-metallic) & 1 full metal |
Occlusion Source | texture / baked |
Occlusion Strength | high or low indirect lighting |
Smoothness Min Smoothness Max |
geometric roughness factor for specular AA |
Cutout Voronoi uses all the same functions as cutout however adds a more complex cell detail option

Control | Function |
Cell Detail Mode | indicates cell detail mode is turned off or on |
Cell Detail Scale | detail cell scale using a type of voronoi mathematics |
Cell Detail Normal | extra fine detail into voronoi cell structures |
Cell Detail Smoothness | cell smoothness |
Surface shader designed and optimized to represent most of the materials needed in a game production

Control | Function |
Cull Mode | off / front / back |
Global Illumination Emissive | none / any / bake / real-time |

Control | Function |
Tint | click color box to open unity color picker |
Albedo Map | texture sRGB |
Brightness | brightness intensity of color |
Tilling / Offset | tilling X/Y and offset X/Y |
Normal Map | texture normal map |
Normal Strength | decreasing or increasing bumpy |
Mask Map | (R) Ambient Occlusion (B) Roughness /Smoothness (G) Metallic /Gloss (A) Blank not used |
Metallic Strength | value 0 being dielectric (non-metallic) & 1 full metal |
Occlusion Source | texture / baked |
Occlusion Strength | high or low indirect lighting |
Smoothness Min Smoothness Max |
geometric roughness factor for specular AA |

Control | Function |
Displacement Mode | off / active / active reconstructed normal |
Displacement Map | texture RGB |
Displacement Strength | increases effect |

Control | Function |
Gradient Mode | off / active / active inverted |
Gradient Tint | click the color box to open the color picker |
Gradient Ramp | blending strength |
Gradient Contrast | adds contrast into ramp strength |

Gradient Height has the same functions as gradient but adds additional color pickers for top/top side/bottom/bottom side/curvature

DE Surface Gradient

DE Surface Gradient Height

Bicubic uses all the same functions as DE surface shaders however adds a more complex bicubic sampling
● Bicubic Simple
● Bicubic Precompute
Bicubic shaders add additional smoothing by considering more pixels than bilinear in sampling preserving more fine detail on surrounding slopes

DE Surface Bicubic Simple

DE Surface Bicubic Precompute

DE Surface Bicubic Custom Lighting

DE Surface Bicubic Height Tessellation
Same core functions as surface shader with added more complex parallax mapping

Parallax BiDirectional
Control | Function |
Displacement Map | texture RGB |
Parallax Iterations | number of iterations |
Parallax Height Scale | parallax effect Height |
Parallax Reference Plane | starting reference height point |

Parallax Iteration Normal / Planar
Control | Function |
Displacement Map | texture RGB |
Parallax Height Scale | parallax effect Height |

Parallax Occlusion
Control | Function |
Parallax Height Scale | parallax effect Height |
Parallax Reference Plane | starting reference height point |

Stochastic uses all the same functions as DE surface shaders however adds a more complex Stochastic sampling.

DE Surface Stochastic Simple

DE Surface Stochastic Triplanar

DE Surface Stochastic Moss
TRIPLANAR MAPPING:
● Spherical projection with 2 texture set top/bottom
● Cylindrical projection with 3 texture set top/middle/bottom
● Optional stochastic UV sampling

Cylindrical Mapping
(Standard)
projection top/middle/bottom

Cylindrical Mapping
(Triplanar)
projection top/middle/bottom

Spherical Mapping
(Standard)
projection top/bottom

Spherical Mapping
(Triplanar)
projection top/bottom

TRIPLANAR STOCHASTIC OFF

TRIPLANAR STOCHASTIC ON
MAP TRIPLANAR

Cull Mode: off / front / back
Space: Object Space / World Space
Coverage Amount: blending projection planes top/middle/bottom
Coverage Falloff: controls the interpolated blend
Coverage Factor: higher harder blends & lower softer blends
MAP TRIPLANAR

Albedo Tint: click color box to open unity color picker
Albedo Map: texture sRGB
Brightness: brightness intensity of color
Alpha Cut-off Bias: cut off point for the which areas will render
Tilling/Offset: tilling X/Y and offset X/Y
Normal Map: texture normal map
Normal Strength: decreasing or increasing bumpy
Mask Map:
(R) ambient occlusion
(B) roughness /smoothness
(G) metallic /gloss
(A) blank not used
Metallic Strength: value 0 being dielectric (non-metallic) & 1 full metal
Occlusion Source Mode:
● Texture (mask texture red channel)
● Baked: (baked vertex color alpha channel)
Occlusion Strength: high or low indirect lighting
Smoothness Mode: standard / geometric / geometric fade / texture
Smoothness Type: smoothness / roughness
Smoothness Strength: geometric roughness factor for specular AA
Smoothness Threshold: geometric specular anti-aliasing
Smoothness Variance: subtracts from smoothness value to reduce artefacts
Two Sided Shaders
Applies different textures on front and back face of model
[SURFACE TWO SIDED]

Control | Function |
Tint | click color box to open unity color picker |
Albedo Map | texture sRGB |
Brightness | brightness intensity of color |
Tilling / Offset | tilling X/Y and offset X/Y |
Normal Map | texture normal map |
Normal Strength | decreasing or increasing bumpy |
Mask Map | (R) Ambient Occlusion (B) Roughness /Smoothness (G) Metallic /Gloss (A) Blank not used |
Metallic Strength | value 0 being dielectric (non-metallic) & 1 full metal |
Occlusion Source | texture / baked |
Occlusion Strength | high or low indirect lighting |
Smoothness Min Smoothness Max |
geometric roughness factor for specular AA |
[CUTOUT TWO SIDED]

Control | Function |
Tint | click color box to open unity color picker |
Albedo Map | texture sRGB |
Brightness | brightness intensity of color |
Alpha Cut-off Bias | create a transparent effect with hard edges between the opaque and transparent areas |
Alpha Cut-off Bias Shadow | shadow alpha value limit |
Tilling / Offset | tilling X/Y and offset X/Y |
Normal Map | texture normal map |
Normal Strength | decreasing or increasing bumpy |
Mask Map | (R) Ambient Occlusion (B) Roughness /Smoothness (G) Metallic /Gloss (A) Blank not used |
Metallic Strength | value 0 being dielectric (non-metallic) & 1 full metal |
Occlusion Source | texture / baked |
Occlusion Strength | high or low indirect lighting |
Smoothness Min Smoothness Max |
geometric roughness factor for specular AA |


Mode Terrain Holes: optional supported in unity 2019+
Mode Blend Height: optional blending between layers
Mode Blend Falloff: optional height blending falloff
Mode Displacement: optional displacement mapping
Mode Color Saturation: optional control for hue amount of gray in HSV color space
Mode Mask Cover Distance: optional mask useful for grass that has been culled by unity in distance
Mode Mask Cover Global Color: optional mask for adding and blending additional colors
Mode Mask Cover Snow: optional snow cover with albedo and normal textures
Mode UV Type: optional 3 tilling UV types

Standard UV

Planar UV

Stochastic UV

TERRAIN LAYER
Control | Function |
Tint | click color box to open unity color picker |
Brightness | brightness intensity of color |
Tilling / Offset | tilling X/Y and offset X/Y |
Normal Strength | decreasing or increasing bumpy |
Metallic Strength | value 0 being dielectric (non-metallic) & 1 full metal |
Occlusion Strength | high or low indirect lighting |
Saturation | hue amount of gray in HSV color space |
Smoothness Type | smoothness / roughness |
Smoothness Min Smoothness Max |
geometric roughness factor for specular AA |
Displacement Mode | Off/active |
Displacement Strength | Increases effect |

MASK COVER DISTANCE
MASK COVER DISTANCE
Mode: off / fade in / fade out
Tint: Click the color box to open the color picker
Albedo Map: texture sRGB
Tiling: tiling x/y
Offset: offset x/y
Normal Map: texture normal map
Normal Strength: decreasing or increasing how bumpy
Blend Strength: Height blending layers
Brightness: brightness intensity of color
Fade Distance: distance from camera

MASK COVER SNOW
MASK COVER SNOW
Mode: off / active / active inverted
Mask Map: texture RGBA
Snow Global Amount: snow strength based on world normal
Mask Remap: red blue green alpha channel
Strength: strength from mask influence
Tint: click the color box to open the color picker
Albedo Map: texture sRGB
Tiling: tiling x/y
Normal Map: texture normal map
Normal Strength: decreasing or increasing how bumpy
Blend Layer: blending from noise map influence
Metallic Strength: value 0 being dielectric (non-metallic) & 1 full metal
Blend Height: height blending into terrain layers
Smoothness Strength: smoothness
Noise Map: blue noise texture
Height: snow height
Weight: snow weight
Depth: snow depth

MASK COVER GLOBAL COLOR
MASK COVER GLOBAL COLOR
Mask: texture RGBA
Mode: off / active / active inverted
Tint: click the color box to open the color picker
Strength: brightness intensity of color
Blend Height: height blending into terrain layers
Blend Amount: mask influence
Blend Hardness: feathers mask influence
Blend Falloff: reduces mask edge to improve blending

SKYBOX
Tint: click color box to open unity color picker
Cube Map: HDR cube map
Brightness: brightness intensity of color
ROTATION
Mode: off / active
Rotation: rotation 0-360
Rotation Speed: speed
HORIZON
Mode: off / active
Tint: color blended into the horizon zone
Power: tint power of gradient and sharpness
Sharpness: sharpness
Gradient Scale: gradient
SUN DISK
Mode: off / active
Tint: Click the color box to open the color picker
Size: sun disk size
Size Adjust: fine tune sun disk size
Intensity: brightness intensity
Sharpness: sharpness
Transmission Horizon: horizon color into sun disk
Transmission Horizon Min: sun glow min
Transmission Horizon Max: sun glow max
FOG
Mode: off / active
Fill: fill
Height: height
Smoothness: smoothness

[MAIN CONTROLS]
COLOR TINT WATER LAYERS
Shoreline Tint: color tint into shoreline zone
Shoreline Depth: max depth shoreline tint is applied
Shoreline Offset: blending tint from shoreline into midwater zone
Midwater Tint: color tint into twilight or midwater zone
Depth Tint: color tint into deeper water zone
Depth Offset: blending tint from depth water zone into midwater zone
OPACITY
Opacity: opacity into offshore and horizon
Opacity Shoreline: opacity into shoreline zone
REFRACTION
Refraction Scale: the overall strength of refraction
SMOOTHNESS
Smoothness Strength: geometric roughness factor for specular AA
Reduce Horizon: reduces on horizon with Fresnel fast lerp
Fresnel Bias: bias
Fresnel Scale: scale
Fresnel Power: power
SPECULAR
Specular Mode: off / active / active clamped
Specular Tint: click color box to open unity color picker
Specular Strength: strength
Specular Wrap: reduce view direction

[HORIZONTAL CONTROLS]
NORMAL MAP HORIZONTAL
Mode Flow Type: off / swirling / flow map
Normal Map: normal texture
Normal Strength: decreasing or increasing how bumpy the surface looks
Tiling X/Y: tilling X/Y
Flow Strength: normal flow strength
Flow Speed: speed
Flow Timescale: lapsed time in seconds in constant scale of 1
FOAM OFFSHORE HORIZONTAL
Mode Flow Type: off / swirling / flow map
Tint: click color box to open unity color picker
Tint Strength: brightness intensity of color
Foam Map: foam texture RGB
Foam Distance: foam distance from shoreline
Mode UV: standard / stochastic / standard scaled
Foam Tiling X/Y: tilling X/Y
Flow Strength: foam strength
Flow Strength Normal: decreasing or increasing bumpy
Flow Speed: speed
Flow Timescale: lapsed time in seconds in constant scale of 1

[VERTICAL CONTROLS]
NORMAL MAP VERTICAL
Mode Flow Type: off / swirling / flow map
Normal Map: normal texture
Normal Strength: decreasing or increasing how bumpy the surface looks
Tiling X/Y: tilling X/Y
Flow Strength: normal flow strength
Flow Speed: speed
Flow Timescale: lapsed time in seconds in constant scale of 1
FOAM OFFSHORE VERTICAL
Mode Flow Type: off / swirling / flow map
Tint: click color box to open unity color picker
Tint Strength: brightness intensity of color
Foam Map: foam texture RGB
Foam Distance: foam distance from shoreline
Mode UV: standard / stochastic / standard scaled
Foam Tiling X/Y: tilling X/Y
Flow Strength: foam strength
Flow Strength Normal: decreasing or increasing bumpy
Flow Speed: speed
Flow Timescale: lapsed time in seconds in constant scale of 1

[SHORELINE CONTROLS]
FOAM SHORELINE
Mode Flow Type: off / swirling / flow map
Tint: click color box to open unity color picker
Tint Strength: brightness intensity of color
Foam Map: foam texture RGB
Foam Distance: foam distance from shoreline
Mode UV: standard / stochastic / standard scaled
Foam Tiling X/Y: tilling X/Y
Flow Strength: foam strength
Flow Strength Normal: decreasing or increasing bumpy
Flow Speed: speed
Flow Timescale: lapsed time in seconds in constant scale of 1

[REFLECTION CONTROLS]
REFLECTION
Reflection Mode: off / active
Reflection Cube map: cube map
Reflection Cloud: used to reduce clouds in reflections
Reflection Wobble: wobble adjust reflection
Reflection Smoothness: smoothness
Reflection Bump Scale: bump scale
Reflection Bump Clamp: bump scale down
Fresnel Mode: off / active
Fresnel Straight: power
Fresnel Bias: feather reflections
Fresnel Scale: scale