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Detail Maps

These are the layers and material qualities stacked on top of the base. For the layer families you have to raise the layer count first.

This page is a table for looking up values. If you want the order to turn things on in, see the Detail Maps guide.

The headings and order follow the inspector's section names and display order exactly.

The fields inside map and mask slots are the same in every slot.

Channel, remap, feather and mask UV are written once in the Shared Texture Slot UI.

Additional Textures (up to 10)​

Up to 10 surface layers. Adding a layer repeats the fields below once per layer.

Inspector labelTypeRangeDefaultWhat it does
Enable Surface StackToggle-OffOff by default
Surface Stack Layer CountInt0 ~ 100Range 0-10; default 0
Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayMultiplyHow this stack layer combines with the result below it
OpacityFloat0 ~ 11How much this layer is applied

Normal Maps (up to 5)​

Up to 5 normal layers. Adding a layer repeats the fields below once per layer.

Inspector labelTypeRangeDefaultWhat it does
Enable Normal LayersToggle-OffOff by default
Normal Layer CountInt0 ~ 50Range 0-5; default 0

MatCap (up to 5)​

Up to 5 matcap layers. Adding a layer repeats the fields below once per layer.

Inspector labelTypeRangeDefaultWhat it does
Enable MatCap LayersToggle-OffOff by default
MatCap Layer CountInt0 ~ 50Range 0-5; default 0
Metallic Areas OnlyToggle-OffOff by default
Reflection DesaturationFloat0 ~ 10Range 0-1; default 0
MatCap Normal MapTexture-NoneMatCap Normal Map
MatCap MapTexture-NoneA lighting and material image painted on a sphere
Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayScreenHow the MatCap combines with the surface
StrengthFloat0 ~ 200.74How much this layer is applied
MatCap Emission IntensityFloat0 ~ 10Range 0-1; default 0
Base Color InfluenceFloat0 ~ 100 ignores base color; at 1, darker base colors weaken the effect
Normal Map InfluenceFloat0 ~ 110 uses the mesh normal; 1 applies the complete stacked normal result
MatCap Normal Map IntensityFloat0 ~ 10Range 0-1; default 0
Form / AO Shadow VisibilityFloat0 ~ 10.28At 0, hides the MatCap in form shadow and ambient occlusion; at 1, keeps it…
Cast / Depth Shadow VisibilityFloat0 ~ 10.28At 0, hides the MatCap in cast and depth shadows; at 1, keeps it fully visible…
Light Brightness LinkFloat0 ~ 110 keeps current brightness; at 1, darker main light reduces MatCap contribution
MatCap / Mesh UV ProjectionFloat0 ~ 100 projects the MatCap from the view, 1 pins it to the mesh UV
MatCap RotationFloat-180 ~ 1800Range -180-180 degrees; default 0
MatCap Circle RadiusFloat0 ~ 10Range 0-1; default 0
MatCap Circle FeatherFloat0 ~ 10.25Range 0-1; default 0.25

PBR Surface​

Inspector labelTypeRangeDefaultWhat it does
Enable PBR SurfaceToggle-OffOff by default
WorkflowEnumSpecular / MetallicMetallicMetallic derives the reflection color from the metallic value; Specular lets you…
MetallicFloat0 ~ 100 is dielectric, 1 is metal
SmoothnessFloat0 ~ 10.5Higher values give smaller, sharper reflections
Specular IntensityFloat0 ~ 21Range 0-2; default 1
Use Packed MaskToggle-OffReads metallic, occlusion and smoothness from one packed texture by channel
PBR Packed MaskTexture-NoneDefault packing is R = metallic, G = occlusion, A = smoothness
Metallic ChannelEnumR / G / B / ARWhich channel of the packed mask holds metallic
Invert MetallicToggle-OffFlips the sampled metallic value
Occlusion ChannelEnumR / G / B / AGWhich channel of the packed mask holds reflection occlusion
Invert OcclusionToggle-OffFlips the sampled reflection-occlusion value
Reflection OcclusionFloat0 ~ 10Range 0-1; default 0
Smoothness ChannelEnumR / G / B / AAWhich channel of the packed mask holds smoothness
Roughness / InvertToggle-OffTurn this on when the texture stores roughness instead of smoothness; the…
Use Specular Color Map (RGB)Toggle-OffSources the specular color from a texture
Invert Specular Color MapToggle-OffInverts the RGB of the specular color map
Direct Highlight IntensityFloat0 ~ 41Range 0-4; default 1
Visible In ShadowFloat0 ~ 10Range 0-1; default 0
Normal Map InfluenceFloat0 ~ 11Range 0-1; default 1
Highlight Toon AmountFloat0 ~ 10Range 0-1; default 0
Highlight Toon ThresholdFloat0 ~ 10.5Range 0-1; default 0.5

Reflection​

Inspector labelTypeRangeDefaultWhat it does
Enable ReflectionToggle-OffEnables main-light, additional-light, and environment reflection plus the…
Main Light SpecularToggle-OnApplies the reflection color and mask to the main light's direct highlight…
Additional Light SpecularToggle-OnApplies reflection to direct highlights from point, spot, and other additional…
Environment ReflectionToggle-OnApplies reflection probes, skybox reflection, and the material cubemap, matching…
Environment Reflection IntensityFloat0 ~ 40Range 0-4; default 0
Reflection Blur BiasFloat-1 ~ 10Range -1-1; default 0
Reflection DesaturationFloat0 ~ 10Range 0-1; default 0
Reflection TintColor-WhiteHDR tint for environment reflection; default is (1, 1, 1)
Dielectric ReflectanceFloat0 ~ 10.04Range 0-1; default 0.04
Use Reflection Color MapToggle-OffMultiplies Reflection Color by the texture's RGB and alpha
Reflection Color / MaskTexture-NoneRGB tint and A mask corresponding to lilToon's Reflection Color Tex
Reflection ColorColor-WhiteHDR post-lobe color, matching lilToon's Reflection Color
Apply Surface TransparencyToggle-OffMultiplies surface alpha into the reflection color alpha
Reflection Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddHow the reflection color is composited onto the surface
Use CubemapToggle-OnWhether the material's own cubemap feeds the reflection
Reflection CubemapTexture-NoneMaterial cubemap sampled when the reflection probe is empty or Override…
Cubemap TintColor-BlackHDR tint applied to the material cubemap
Override Reflection ProbeToggle-OffUses the material cubemap even when a scene reflection probe exists
Cubemap Light InfluenceFloat0 ~ 11Controls how much the resolved main-light color and intensity affect the…
Fresnel PowerFloat1 ~ 85Range 1-8; default 5

Toon Specular​

Inspector labelTypeRangeDefaultWhat it does
Enable Toon SpecularToggle-OffOff by default
Toon Specular ColorColor-WhiteWhite by default
Toon Specular Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddAdd by default
Blend OpacityFloat0 ~ 11How strongly the toon specular highlight blends in
IntensityFloat0 ~ 80.5Range 0-8; default 0.5
Highlight Color SourceEnumSingle Color / Mask Texture ColorSingle ColorSingle Color uses only the color you set
Mask Color AmountFloat0 ~ 11At 0 the highlight keeps the color you set; at 1 the mask color is applied in…
Enable Toon Specular MaskToggle-OnOn by default
ModeEnumIsotropic / AnisotropicIsotropicIsotropic by default
SmoothnessFloat0 ~ 10.5Range 0-1; default 0.5
ThresholdFloat0 ~ 10.5Range 0-1; default 0.5
SoftnessFloat0.001 ~ 10.05Range 0.001-1; default 0.05
Anisotropic ShiftFloat-1 ~ 10Range -1 to 1; default 0
Normal Map InfluenceFloat0 ~ 110 = mesh normal, 1 = fully stacked normal maps
Shadow VisibilityFloat0 ~ 10Range 0-1; default 0
Base Color InfluenceFloat0 ~ 10Range 0-1; default 0
Scene Light InfluenceFloat0 ~ 11Range 0-1; default 1

Emission​

Inspector labelTypeRangeDefaultWhat it does
Enable EmissionToggle-OffOff by default
Emission MapTexture-NoneTexture that marks the self-illuminated areas
Emission ColorColor-WhiteThe glow color
Emission Blend ModeEnumNormal / Add / Screen / MultiplyAddHow the glow is composited onto the surface beneath it - the same four modes as…
Emission Blend StrengthFloat0 ~ 11How much of the blend above is applied
Glow Map · IntensityFloat0 ~ 161Multiplier on the glow brightness
Base Color InfluenceFloat0 ~ 10Mixes the base map's color into the glow
Glow Map · Visibility in ShadowFloat0 ~ 11Range 0-1; default 1
Glow Map · Map Alpha Masks IntensityToggle-OnUses the emission map's alpha channel as a per-pixel intensity mask
Emission Scroll SpeedFloatFour values0, 0, 0, 0Scrolls the emission map over time
Enable Emission Layer 2Toggle-OffTurn on a second emission map when different areas need different glow colors
Emission Blend Mode (Layer 2)EnumNormal / Add / Screen / MultiplyAddHow layer 2's glow is composited onto the surface beneath it
Emission Blend Strength (Layer 2)Float0 ~ 11How much of layer 2's blend is applied
Glow Map Layer 2 · IntensityFloat0 ~ 161-
Base Color Influence (Layer 2)Float0 ~ 10Mixes the base map's color into layer 2's glow
Glow Map Layer 2 · Visibility in ShadowFloat0 ~ 11Range 0-1; default 1
Glow Map Layer 2 · Map Alpha Masks IntensityToggle-OnUses the emission map's alpha channel as a per-pixel intensity mask
Emission Scroll Speed (Layer 2)FloatFour values0, 0, 0, 0Scrolls emission layer 2 over time

Occlusion​

Inspector labelTypeRangeDefaultWhat it does
Enable OcclusionToggle-OffOff by default
Occlusion MapTexture-NoneGrayscale map that darkens areas indirect light cannot reach
Occlusion IntensityFloat0 ~ 11How much of the occlusion map is applied

Glitter​

Inspector labelTypeRangeDefaultWhat it does
Enable GlitterToggle-OffOff by default
ColorColor-WhiteHDR sparkle color; default is (1, 1, 1)
IntensityFloat0 ~ 88Range 0-8; default 8
Enable Glitter MaskToggle-OffOff by default
Application Mask · Use Color TooToggle-OffOff by default
Use Glitter MatCapToggle-OffOff by default
MatCap TextureTexture-NoneThe glitter-only matcap
MatCap Limit · Use Color TooToggle-OffOff by default
InvertToggle-OffOff by default
MatCap Limit · StrengthFloat0 ~ 11Range 0-1; default 1
Enable Shape MapToggle-OffOff by default
Shape MapTexture-NoneThe silhouette of a single particle
Shape ChannelEnumR / G / B / A / LumaADefault is A
Rotation RandomizeFloat0 ~ 11Range 0-1; default 1
ScaleFloat1 ~ 512379Range 1-512; default 379
Particle SizeFloat0 ~ 10.39Range 0-1; default 0.39
Size RandomizeFloat0 ~ 11Range 0-1; default 1
Particle ContrastFloat0.25 ~ 12850Range 0.25-128; default 50
Post ContrastFloat0.1 ~ 81Range 0.1-8; default 1
SensitivityFloat0.01 ~ 640.25Range 0.01-64; default 0.25
SpeedFloat0 ~ 40.3Range 0-4; default 0.3
View ParallaxFloat0 ~ 10.52Range 0-1; default 0.52
Normal InfluenceFloat0 ~ 11Range 0-1; default 1
Light AngleFloat0 ~ 11Range 0-1; default 1
Light DirectionFloat0 ~ 11Range 0-1; default 1
Color RandomizeFloat0 ~ 11Range 0-1; default 1
Shadow VisibilityFloat0 ~ 10.54Range 0-1; default 0.54
Base Color InfluenceFloat0 ~ 10Range 0-1; default 0
Scene Light InfluenceFloat0 ~ 10.5Range 0-1; default 0.5