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Standard Shaders (PBR)

Layered Material Shader

Options relevant to the orels1/Standard Layered Material shader

This is a special shader that replicates most of the Base Shader settings, but does it per-layer with up to 4 layers

Layers are masked using vertex colors, which allows you to utilize the same material on more different meshes, while keeping visual variety. The shader includes a debugging mode for ease of use

Triplanar Variant

This shader also has a variant with Triplanar Effects support for added variety

Layered Material DemoAn example mesh using different material layers for the body and the handles

Mask Debugging view with Mask Type set to Vertex Color

Layered Material Debug ViewVertex Color debug view

General Settings

Layered Material InspectorLayered Material Inspector

  • Layer Count: The amount of layers used. Can go between 1 and 4
  • Mask Type: Controls what is used for masking. Options are: Vertex Colors or a Texture
  • Mask Texture: Only visible when Mask Type is set to Texture. This will be used to mask the layers by color
  • Mask Debugging: Displays the mask values on the mesh based on selected Mask Type

Per-Layer Settings

All of the options here are cloned from the Base Shader's Main Settings, check that documentation for more info

The layers are by default filtered using these colors:

  • Layer 1: Black
  • Layer 2: Red
  • Layer 3: Green
  • Layer 4: Blue

But you can swap the colors around if you want

Texture Sampling Cost

While this shader does its best to not do unnecessary operations, overall, sampling a lot of textures has a cost, so make sure you actually need these features before using it