Options

Albedo

The main (albedo/color) texture used by the shader.

Albedo Color

An additional color multiplied with the one already present in the albedo texture. Use this to further customize the look of your sprite.

Alpha Cutoff

This is a threshold value - all parts of the texture whose alpha-value is less than the alpha cutoff will not be rendered.

Metallic Map

NOTE: This property is not available in the 2D Renderer version of the shader.

The metallic map is a black-and-white texture that determines the surface type of the object. It is used to make certain parts of the sprite reflect light like a metal would (metallic), and others like sand would (smooth).

Metallic

NOTE: This property is not available in the 2D Renderer version of the shader.

This value determines how "metallic" the surface should be, i.e. whether it should reflect light like a metal or a wet surface, or should absorb it like sand or another rough, non-metallic surface.

Normal Map

The normal map is used to simulate a 3D-surface by containing information on how the light should be reflected by the surface.

Normal Strength

This value is multiplied with the normal map and is used to make the effect stronger or weaker. A negative value will mirror the 3D-effect (i.e. protruding surfaces will now be concave, and vice versa).

Emission Map

A black-and-white map that determines which parts of the sprite will emit light. The white pixels of the texture are areas where the emission will have an effect, and the black pixels are the areas with no emission.

Emission Color

The emission color. As it is an HDR color, an RGB-value as well as an intensity can be specified. Keep in mind that different post-processing effects (most notably bloom) will have a profound effect on the look of your emission.

Emission Extra Intensity

Since the default HDR color has a limited intensity (-10 to 10), this shader offers an additional intensity option that allows you to make your emission even stronger.

Vertex Displacement Amount

The strength of the vertex displacement. Set to 0 is for no vertex displacement, above 100 for slightly noticeable vertex deformities, and above 1000 for easily noticeable, rough deformities in the sprite.

Ambient Occlusion

NOTE: This property is not available in the 2D Renderer version of the shader.

The regular ambient occlusion from the URP standard lit shader.

Albedo Albedo Color Alpha Cutoff Metallic Map Metallic Normal Map Normal Strength Emission Map Emission Color Emission Extra Intensity Vertex Displacement Amount Ambient Occlusion