Standard Shaders (PBR)
AreaLit Shader
Options relevant to the orels1/Standard AreaLit shader
A special variant of the main shader with included AreaLit support. It enables usage of the AreaLit GI system in your world.
AreaLit can be Purchased on Booth here
A demo of ORL Standard with AreaLit integration
AreaLit Dependency
You must import the AreaLit package into the project for the shader to work correctly
AreaLit Inspector
Settings
- Integrate AreaLit: Toggles AreaLit on and off
- Enable on Mobile: Allows AreaLit effects to be calculated on mobile platforms
- Clamp Brightness: Enabled brightness normalization and clamping to prevent brightness spikes
- Max Brightness: Maximum allowed brightness
- Opaque Lights: Controls whether or not lights can occlude each other
- Light Mesh: LightMesh data texture
- Light Texture 0: The first light texture, usually used for a video screen
- Light Texture 1: Secondary light texture, can be used for a second screen or any other image-based light
- Light Texture 2: Usually used for dynamic indirect lighting
- Light Texture 3: A texture array for static lights
- Shadowmask: RGBA mask that can be used together with pre-baked shadows. This allows you to bake shadows from individual emissive surfaces and use them in the AreaLit system.