Autodesk Interactive masked shader
The Autodesk Interactive masked shader replicates the Interactive PBS with the masked preset available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). It acts like a cutout shader. When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity.
Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP:
Note that this shader is implemented as a Shader Graph.
Creating an Autodesk Interactive masked material
When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material:
- Create a new material (menu: Assets > Create > Material).
- In the Inspector for the Material, click the Shader drop-down then click HDRP > Autodesk Interactive > AutodeskInteractiveMasked.
Properties
Property | Description |
---|---|
UseColorMap | Toggles whether the material uses the ColorMap property or the BaseColor property to color its surface. Enable this checkbox to use the ColorMap property, disable this checkbox to use the BaseColor property. |
BaseColor | The color of the material. This property is similar to the albedo color available in the Physically Based shader. If you enable UseColorMap, HDRP ignores this property. |
ColorMap | The texture to use to color the material. This property is similar to the albedo color available in the Physically Based shader. If you disable UseColorMap, HDRP ignores this property. |
UseNormalMap | Toggles whether the material uses the NormalMap property. |
NormalMap | The texture that defines the normal map for this material, in tangent space. This is similar to the one in the Standard Shader in the Built-in Render Pipeline. If you disable UseNormalMap, HDRP ignores this property. |
UseMetallicMap | Toggles whether the material uses the MetallicMap property or the Metallic property to specify the metallic value of its surface. Enable this checkbox to use the MetallicMap property, disable this checkbox to use the Metallic property. |
Metallic | Determines how metal-like the surface is. If you enable UseMetallicMap, HDRP ignores this property. |
MetallicMap | The texture that defines the metallic value of the surface. If you disable UseMetallicMap, HDRP ignores this property. Note that HDRP only uses the red channel of this texture to determine the metallic value of the material's surface. |
UseRoughnessMap | Toggles whether the material uses the RoughnessMap property or the Roughness property to set the roughness of its surface. Enable this checkbox to use the RoughnessMap property, disable this checkbox to use the Roughness property. |
Roughness | The roughness of the surface. If you enable UseRoughnessMap, HDRP ignores this property. |
RoughnessMap | The texture that defines the roughness value of the surface. Note that only the Red channel is taken into account. If you disable UseRoughnessMap, HDRP ignores this property. Note that HDRP only uses the red channel of this texture to determine the roughness value of the material's surface. |
UseEmissiveMap | Toggles whether the material uses the EmissiveMap property or the Emissive property to set the emissive color of its surface. Enable this checkbox to use the EmissiveMap property, disable this checkbox to use the Emissive property. |
Emissive | The color of the light the surface emits. If you enable UseEmissiveMap, HDRP ignores this property. |
EmissiveMap | The texture that defines the emissive color of the surface. If you disable UseEmissiveMap, HDRP ignores this property. |
UseOpacityMap | Toggles whether the material uses the alpha channel of the ColorMap texture or the red channel of the MaskMap texture to set the opacity of its surface. Enable this checkbox to use the alpha channel of the ColorMap texture, disable this checkbox to use the red channel of the MaskMap texture. |
MaskMap | The texture that defines the opacity mask of the surface. Note that HDRP only uses the red channel of this texture as the opacity mask. |
MaskThreshold | The opacity threshold HDRP uses to to determine which areas of the MaskMap render as transparent or completely opaque. For example, for a MaskThreshold value of 0.5, a pixel in the MaskMap with a value of 0.6 appears completely opaque and a pixel with a value of 0.4 appears completely transparent. |
UVOffset | The X and Y UV offset for all the textures on this material. HDRP uses the X and Y values to offset these textures across the material’s surface, in object space. |
UVScale | The X and Y UV tile rate for all the textures on this material. HDRP uses the X and Y values to scale these textures across the material’s surface, in object space. |
Enable GPU Instancing | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot static-batch GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
Double Sided Global Illumination | When enabled, the lightmapper accounts for both sides of the geometry when calculating Global Illumination. Backfaces are not rendered or added to lightmaps, but get treated as valid when seen from other objects. When using the Progressive Lightmapper, backfaces bounce light using the same emission and albedo as frontfaces. |
Emission | Toggles whether emission affects global illumination. |
- Global Illumination | The mode HDRP uses to determine how color emission interacts with global illumination. • Realtime: Select this option to make emission affect the result of real-time global illumination. • Baked: Select this option to make emission only affect global illumination during the baking process. • None: Select this option to make emission not affect global illumination. |
Motion Vector For Vertex Animation | Enable the checkbox to make HDRP write motion vectors for GameObjects that use vertex animation. This removes the ghosting that vertex animation can cause. |