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Prepackaged shaders

DeepAR Studio offers a number of shaders that come bundled with the Studio, making it easier to achieve stunning AR visuals without needing to write complex shader code yourself. They are ready-made shader resources that enhance the visual quality of your effects.

You can use prepackaged shaders by selecting them in the “Shader” property of a material.

shaders

Prepackaged shader types​

Unlit Shaders - shaders without any lighting

  • Unlit Texture: only render texture without any lighting

  • Unlit Texture Alpha: render texture multiplied by color without any lighting, using the alpha value from the Alpha texture

  • Unlit Texture Alpha (Advanced)

  • Unlit Texture Color

  • Unlit Texture Color Cut-Off

  • Standard

  • Standard Diffuse

  • Standard Full

  • PBR: an advanced shading technique that utilizes physically based rendering and image-based lighting

  • PBR Compact

  • PBR glTF: an advanced shading technique that utilizes physically based rendering based on the glTF standard specification

  • MatCap: Uses material capture textures that contain lighting and reflections information. The MatCap shader requires a spherical image as a source.

  • MatCap Normal: The MatCap shader with the normal map.

  • MatCap Normal Texture

  • MatCap Camera Multiply

  • Beauty: Shader that applies adaptive smoothing on the material. Usually used on the face to accomplish the soft skin/beauty effect.

  • LUT

  • Camera Multiply

Shader Uniforms​

Color​

RGB color of an object.

Diffuse Texture​

Defines the surface color and reflectivity properties of a 3D object.

Alpha Texture​

A greyscale image used to control the transparency or opacity or corresponding pixels in another image.

Alpha Threshold​

The threshold value is used to control which fragments are discarded and which are not.

Diffuse Color​

Color of a surface when it is illuminated with uniform, non-directional light.

Specular Color​

The color of specular highlights on a 3D object’s surface.

Ambient Color​

Color that is used to simulate indirect or global illumination in a scene.

Directional Light Position:​

Directional light is a type of light source that is often considered to be located infinitely far away and emits light in a parallel manner. Light position is a vector defining the direction of light rays.

Directional Light Color​

The color of the emitted directional light.

Point Light Position​

Point light position is a 3D vector that specifies the exact position of a point light source.

Point Light Color​

The color of the emitted point light.

Point Light Intensity​

It defines the brightness or luminance of a point light source in a 3D scene.

Normal Map​

The texture is used to simulate complex surface details and enhance the visual realism of 3D objects.

Albedo Map​

Defines the base color of an object’s surface. The albedo map is usually associated with the physically based rendering and realistic lighting models.

Metalness Map​

The type of texture used in PBR shader which defines which parts of a 3D object’s surface are metallic and which are non-metallic (dielectric). The map controls the reflection properties of a material.

Roughness Map​

The type of texture used in PBR shader controls the smoothness or roughness of a 3D object’s surface. The map specified which areas of the material are smooth and reflective and which are rough and diffusive.

Ambient Occlusion Map​

The texture map is used to simulate the ambient occlusion effect.

Environment Map​

Environment map is a special type of texture map used to simulate the appearance of the surrounding environment and its reflection on the surfaces of 3D objects.

Metalness Multiplier​

The Metalness multiplier (or factor) is a parameter in the PBR shader that controls the degree of metallicity or reflectivity of a material.

Roughness Multiplier​

The roughness multiplier (or factor) is a parameter used in the PBR shader that controls the roughness or smoothness of a material’s surface.

Ambient Occlusion Power​

Controls the strength or influence of the ambient occlusion effect applied to a scene or an object.

Transmissive Map​

The texture map used to control the transparency or translucency of materials.

Transmissive Factor​

The transmissive factor (or transmittance factor) is a parameter that controls the degree of translucency or transparency of a material.

Emissive Color​

Refers to the color of light that an object emits rather than reflects.

Emissive Map​

The texture that controls the emissive color of an object.

LUT Texture​

The LUT (Look-Up Table) texture, also known as a color correction texture is a type of texture used for color manipulation, correction, and enhancement.

LUT Amount​

The parameter that controls the amount of LUT applied to the material.