- Physically based shading in the manner of URP's Lit for Standard, URP Lit and glTF materials:
- metallic and smoothness, a GGX highlight, and emission (Standard's needs
_EMISSION, as in Unity); - ambient from a sky/ground hemisphere, with reflections of it that blur with roughness.
- Legacy diffuse shaders stay Lambert.
- metallic and smoothness, a GGX highlight, and emission (Standard's needs
- Up to eight point and spot lights (the brightest), with URP's smooth range falloff and spot cones (
innerSpotAngle). - The brightest directional light casts shadows:
- one shadow map fitted to each camera's view out to 50 units and snapped to texels, fading at the edge;
- hard or soft (3x3 filtered);
shadowStrength,shadowBias,shadowNormalBias; - cutout materials cast cut shadows; renderers'
shadowCastingMode(including shadows only) andreceiveShadowscount; sprites don't cast.
- Unity scenes import lights' shadow settings and renderers' cast-shadows mode.
- GPU tests check a shadow on the ground under a slanted light (and none from a non-caster), the PBR highlight and emission, and point light falloff.
- Not yet: normal, metallic, occlusion and emission maps; skyboxes and reflection probes; RenderSettings ambient from the scene; shadow cascades; point and spot light shadows; post-processing.
- Next: the rest of uGUI's controls (ScrollRect, InputField, Dropdown, masks), and texture maps for PBR materials.
Phase 5 · Slice 7 ·