Standard Shaders (PBR)
VRSL GI Shader
Options relevant to the orels1/Standard VRSL GI shader
A special variant of the main shader with included VRSL GI support. It enables usage of the VRSL: GI system in your world.
VRSL GI can be Purchased on Gumroad here
A demo of ORL Standard with VRSL GI integration
VRSL GI Dependency
You must import the VRSL GI Shader Pack into the project for the shader to work correctly. You can get it here
VRSL GI Inspector
Settings
- Integrate VRSL GI: Toggles VRSL GI on and off
- VRSL GI Strength: Controls the overall strength of the VRSL GI effect. Values above 1 will boost the intensity
- VRSL Diffuse Mix: Controls how much the Material's albedo affects the GI effects
- Use VRSL GI Specular: Enables VRSL GI Specular
- VRSL Specular Function: Only visible when Use VRSL GI Specular is enabled. Controls the Specular function to use for VRSL GI
- GGX: Uses the GGX specular function, this is the default and is closest to the main ORL Shaders specular look
- Beckman: Uses the Beckmann specular algorithm, a little more lightweight without sacrificing quality in a meaningful way
- Phong: Uses the simplest specular calculation. Fastest of all the options, but also the simplest one
- Max Specular Brightness: Only visible when Use VRSL GI Specular is enabled. Controls the maximum brightness of the specular component of the GI effect
- Use VRSL Shadow Mask 1: Enables the use of Shadow mask texture for VRSL GI
- VRSL GI Shadow Mask 1: The shadow mask texture to use for VRSL GI
- VRSL Shadow Mask UV Set: Only visible when Use VRSL GI Shadow Mask 1 is enabled. Controls which UV set the shadow mask texture is using
- UV0: Uses the first UV channel
- UV1: Uses the second UV channel (lightmap UV)
- UV2: Uses the third UV channel
- UV3: Uses the fourth UV channel
- UV1_Lightmap_ST: Uses the second uv channel (lightmap UV), but multiplied by lightmap scale and offset. This can be useful when using built in baking tools
- Active Channels: Controls which channels of the shadowmask texture are used for VRSL GI
- R
- RG
- RGB
- RGBA
- VRSL SM 1 R Strength: Controls the strength of the R channel of the VRSL GI shadow mask
- VRSL SM 1 G Strength: Controls the strength of the G channel of the VRSL GI shadow mask
- VRSL SM 1 B Strength: Controls the strength of the B channel of the VRSL GI shadow mask
- VRSL SM 1 A Strength: Controls the strength of the A channel of the VRSL GI shadow mask