The PBR Validation Settings that appear in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary view when you set Material Validation to Validate Albedo.
Property: | Function: | |
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Check Pure Metals | Enable this checkbox if you want the Material Validator to highlight in yellow any pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary it finds which Unity defines as metallic, but which have a non-zero albedo value. See Pure Metals for more details. By default, this is not enabled. |
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Luminance Validation | Use the drop-down to select a preset configuration for the Material Validator. If you select any option other than Default Luminance, you can also adjust the Hue Tolerance and Saturation Tolerance. The color bar underneath the name of the property indicates the albedo color of the configuration. The Luminance value underneath the drop-down indicates the minimum and maximum luminance value. The Material Validator highlights any pixels with a luminance value outside of these values. This is set to Default Luminance by default. | |
Hue Tolerance | When checking the albedo color values of your material, this slider allows you to control the amount of error allowed between the hue of your material, and the hue in the validation configuration. | |
Saturation Tolerance | When checking the albedo color values of your material, this slider allows you to control the amount of error allowed between the saturation of your material, and the saturation in the validation configuration. | |
Color Legend | These colors correspond to the colours that the Material Validator displays in the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info See in Glossary when the pixels for that Material are outside the defined values. |
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Red Below Minimum Luminance Value | The Material Validator highlights in red any pixels which are below the minimum luminance value defined in Luminance Validation (meaning that they are too dark). | |
Blue Above Maximum Luminance Value | The Material Validator highlights in blue any pixels which are above the maximum luminance value defined in Luminance Validation (meaning that they are too bright). | |
Yellow Not A Pure Metal | If you have Check Pure Metals enabled, the Material Validator highlights in yellow any pixels which Unity defines as metallic, but which have a non-zero albedo value. See Pure Metals, below, for more details. |
The PBR Validation Settings that appear in the Scene view when you set Material Validation to Validate Metal Specular.
Property: | Function: | |
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Check Pure Metals | Enable this checkbox if you want the Material Validator to highlight in yellow any pixels it finds which Unity defines as metallic, but which have a non-zero albedo value. See Pure Metals, below, for more details. By default, this is not enabled. | |
Color Legend | These colors correspond to the colours that the Material Validator displays in the Scene view when the pixels for that Material are invalide - meaning their specular value falls outside the valid range for that type of material (metallic or non-metallic). See below this table for the valid ranges. | |
Blue Below Minimum Specular Value | The Material Validator highlights in red any pixels which are below the minimum specular value. (40 for non-metallic, or 155 for metallic). | |
Red Above Maximum Specular Value | The Material Validator highlights in blue any pixels which are above the maximum specular value. (75 for non-metallic, or 255 for metallic). | |
Yellow Not A Pure Metal | If you have Check Pure Metals enabled, the Material Validator highlights in yellow any pixels which Unity defines as metallic, but which have a non-zero albedo value. See Pure Metals, below, for more details. |