DEMO VIDEO
1. There are total 7 unique materials in the asset. Each numbered from 1 to 7. Not all properties from the list below is available on a single materials. So the numbers inside the parenthesis (1,2,3,4,5,6,7,) beside each properties indicates on which material they are available.
2. When applying the materials on a custom mesh make sure to unwrap the mesh UV properly to avoid any stretching or tearing in the effect.
3. Some properties have finite range for ease of use. But if you need any value outside that range simply type the value in the material property field or open the master material and change the property range in there.
ALBEDO :
1.Texture Albedo (1,2,3,4,5,6,7) : Texture to appear on the outer side of the effect. Make sure this texture has some transparency in order to make the interior of the effect visible.
2.Albedo Color (1,2,3,4,5,6,7) : Exterior glow color.
3.Albedo Color Intensity (1,2,3,4,5,6,7) : Controls the exterior glow intensity.
4.Albedo U Offset (1,2,3,4,5,6,7) : Offsets the texture along U axis.
5.Albedo U Tiling (1,2,3,4,5,6,7) : Tiles the texture along U axis.
6.Albedo V Offset (1,2,3,4,5,6,7) : Offsets the texture along V axis.
7.Albedo V Tiling (1,2,3,4,5,6,7) : Tiles the texture along V axis.
8.Glow Frequency (1,2,3,4,6) : We are using a "sine" node to animate the glow. Glow frequency will determine how frequently the "sine" wave reaches it's peak value which is the maximum glow.
9.Minimum Glow Amount (1,2,3,4,5,6,7) : Since we are using "sine" node for animating the glow we don't want the 0 to -1 value of the sine curve as it will make the glow region darker. Instead we fix a minimum value for the sine curve e.g. 0.2 to prevent the visual bug.
10.Smooth Distortion (1,2,3,4,5,6) : This property decreases the albedo distortion noise. Higher value decreases visibility.
11.Noise Texture (1,3) : Custom texture used for effect 1 & 3. You can use your own noise texture here.
12.Noise Pattern Speed X (3) : Controls the speed of the noise texture along X axis.
13.Noise Pattern Speed Y (3) : Controls the speed of the noise texture along Y axis.
14.Albedo Distortion Tiling (2,3,4,5,6,7) : Noise texture distorts the albedo. Higher value increases the distortion amount.
15.Distortion Speed X (1,2,3) : Noise texture scrolls over time. Distortion speed controls that scroll speed along X axis.
16.Scroll Speed X (4,5,6,7) : Scroll of noise texture along X axis for Effect 4,5,6,7.
17.Distortion Speed Y (1,2,3) : Noise texture scrolls over time. Distortion speed controls that scroll speed along Y axis.
18.Scroll Speed Y (4,5,6,7) : Scroll of noise texture along Y axis for Effect 4,5,6,7.
19.Use Alpha (1,2,3,4,5,6,7) : Turn this bool on if you want to adjust the transparency of this material
20.Alpha (1,2,3,4,5,6,7) : Controls the visibility amount.
21.Overall Intensity (1,2,3,4,5,6,7) : When we are decreasing the alpha the materials may look little dim for fixing that we increase the overall intensity.
22.Leaf Texture (7) : Only used for tree material. Change this texture to add different leaf to your trees. Make sure to properly align you leaf texture with the provided leaf texture. As the leaves has custom UV.
FRESNEL (1,2,3,4,5,6,7) :
1.Fresnel Color : Color of the fresnel effect.
2.Fresnel Intensity : Intensity of the fresnel color.
3.Fresnel Power : Increase or decrease the power of the fresnel effect.
4.Fresnel Scale : Adjust the area that will be affected by fresnel.
GRADIENT (1,2,3,4,5,7) :
1.Gradient Top Color : Top color of gradient.
2.Gradient Bottom Color : Bottom color of gradient.
3.Gradient Top Intensity : Top gradient color intensity.
4.Gradient Bottom Intensity : Bottom gradient color intensity.
5.Gradient Position : Mid point of the gradient. If the mesh is large then open the material and change the value range. For large objects it requires large values.
6.Gradient Spread : How much the gradient should blend with each other.
PARALLAX (1,2,3,4,7) :
1.Height Map (1,2,3,4,7) : This texture gives height of the parallax.
2.Interior Texture (1,2,3,4,7) : How the interior parallax effect looks.
3.Parallax Color (1,2,3,4,7) : Interior parallax effect color.
4.Parallax Color Intensity (1,2,3,4,7) : Parallax color intensity.
5.Parallax Distortion Intensity (1,2,3,4,7) : How mush the parallax effect should distort.
6.Parallax Distortion Tiling (4,7) : Increases the distortion amount.
7.U Offset (1,2,3,4,7) : Offsets the parallax along U axis.
8.U Tiling (1,2,3,4,7) : Tiles the parallax along U axis.
9.V Offset (1,2,3,4,7) : Offsets the parallax along V axis.
10.V Tiling (1,2,3,4,7) : Tiles the parallax along V axis.
11.Scroll Speed X/Parallax Scroll Speed X (1,2,3,4,7) :
12.Scroll Speed Y/Parallax Scroll Speed Y (1,2,3,4,7) :
13.Parallax Max Quality Level (1,2,3,4,7) :
14.Parallax Min Quality Level (1,2,3,4,7) :
GLITTER (6) :
1.Glitter Color : Interior glitter color.
2.Glitter Color Intensity : Intensity of the glitter color.
3.Glitter Power : Effect how much the glitter will be visible.
4.Glitter Scale : How large the glitter noise will be.
5.Glitter Speed X : How fast the glitter will scroll along X axis.
6.Glitter Speed Y : How fast the glitter will scroll along X axis.
7.Glitter Amount : How many glitters will be there in the effect.
WIND (7) :
1.Use Wind : Turn on this boll to give the mesh some wind effect. Recommended for leaves.
2.Wind Direction X : Direction of the wind from X axis. Values will be normalized.
3.Wind Direction Y : Direction of the wind from Y axis. Values will be normalized.
4.Wind Scale : How large the wind effect will be. Smaller values will effect individual vertex. Larger values will effect a large area.
5.Wind Speed : How fast the wind movement will be.
6.Wind Strength : How much distortion or movement will happen per vertex.
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