The Shading functions provide for specialized shading operations, such as fuzzy shading and adjusting the shape of a specular highlight.
Shading Functions
The following is a list of all the functions underneath the Shading category.
FuzzyShading
This function emulates a surface similar to velvet or moss, and is similar to a Fresnel calculation. Incidentally, it is also useful for shader effects such as a scanning electron microscope.
Item | Description |
---|---|
Inputs | |
Diffuse (Vector3) | Takes in a texture to be used as the diffuse color. |
Normal (Vector3) | Takes in a normal map used to perturb the surface of the fuzzy result. |
CoreDarkness (Scalar) | Value used to darken the object wherever its normals become parallel to the camera, generally toward the center. The higher the number, the darker the core. Default is 0.8. |
Power (Scalar) | Controls the rate of falloff from the core to the edge. Default is 6.0. |
EdgeBrightness (Scalar) | Controls how bright the surface becomes as its normals become perpendicular to the camera, generally toward the edges. |

FuzzyShadingGrass
This function is designed to provide the diffuse portion of grass shading. Similar to FuzzyShading, this function allows you to blend in a new color at the edges by first desaturating by a given percentage and then applying a custom color to the desaturated area.
Item | Description |
---|---|
Inputs | |
EdgeDesat (Scalar) | 0-1 number controlling how much the edges of the object should be desaturated to make way for the edge color. |
EdgeColor (Vector3) | This color will be applied to the edge area. Use EdgeDesat to desaturate that area if too much color mixing is taking place. |
Diffuse (Vector3) | Takes in a texture to be used as the diffuse color. |
Normal (Vector3) | Takes in a normal map used to perturb the surface of the fuzzy result. |
CoreDarkness (Scalar) | Value used to darken the object wherever its normals become parallel to the camera, generally toward the center. The higher the number, the darker the core. Default is 0.8. |
Power (Scalar) | Controls the rate of falloff from the core to the edge. Default is 6.0. |
EdgeBrightness (Scalar) | Controls how bright the surface becomes as its normals become perpendicular to the camera, generally toward the edges. |
