Six-way smoke lit reference
Learn about the available properties to configure smoke rendering.
These properties let you adjust lighting, animation, color, and performance.
The Smoke Shader UI contains the following properties:
Lightmap Remapping
The Lightmap Remapping section contains the following properties:
Property | Description |
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Lightmap Remap Mode (dropdown) | Select how to remap lightmap values for the smoke. The following options are available:
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Lightmap Remap Range | Set the input/output range for lightmap remapping, clamping or stretching light values as needed. |
Use Alpha Remap | Enable remapping of alpha values based on lighting to control transparency dynamically. |
Emissive
The Emissive section contains the following properties:
Property | Description |
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Emissive Mode (dropdown) | Choose how the smoke emits light. The following options are available:
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Color and Alpha
The Color and Alpha section contains the following properties:
Property | Description |
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Use Color Absorption | Enable simulation of color absorption to let smoke filter and tint passing light. |
Receive Shadows | Allow smoke to receive shadows from other objects for added realism. |
Enable Cookie | Apply light cookies (patterned masks) to affect light interaction with the smoke. |
Color Mode (dropdown) | Control how color data is interpreted for rendering. The following options are available:
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Use Base Color Map | Enable a texture map for base color to allow detailed color variation within the smoke. |
Base Color Map Mode (dropdown) | Select which channels to use from the base color map. The following options are available:
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Texture and UV
The Texture and UV section contains the following properties:
Property | Description |
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Uv Mode (dropdown) | Specify how UV coordinates are generated or used. The following options are available:
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Flipbook Layout (dropdown) | Define the layout of flipbook frames for animated textures. The following options are available:
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Base Color | Set the base color for the smoke, as a constant or via a texture. |
Flipbook | Specify the flipbook asset or parameters for animated texture sequences. |
Flipbook Blend Frames | Control blending between flipbook frames for smooth animation. |
Particle Rendering
The Particle Rendering section contains the following properties:
Property | Description |
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Use Soft Particle | Enable soft particle rendering to fade smoke edges near intersecting geometry for seamless integration. |
Sort (dropdown) | Control particle sorting for correct transparency rendering. The following options are available:
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Sort Mode (dropdown) | Specify sorting algorithm for particles. The following options are available:
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Revert Sorting | Reverse the sorting order when needed. |
Compute Culling | Enable GPU culling of particles outside the view frustum for performance. |
Frustum Culling | Cull smoke particles outside the camera frustum to optimize rendering. |
Cast Shadows | Enable smoke particles to cast shadows onto other geometry. |
Render States
The Render States section contains the following properties:
Property | Description |
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Render States | Control advanced render state overrides for the smoke material. |
Blend Mode (dropdown) | Set how smoke blends with the background. The following options are available:
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Cull Mode (dropdown) | Determine which faces are rendered. The following options are available:
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Z Write Mode (dropdown) | Control writing to the depth buffer (Z). The following options are available:
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Z Test Mode (dropdown) | Set the depth test function for rendering order. The following options are available:
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Alpha and Motion
The Alpha and Motion section contains the following properties:
Property | Description |
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Alpha | Set a global alpha value for smoke to control overall transparency. |
Use Alpha Clipping | Enable alpha clipping to discard pixels below a certain alpha threshold for hard edges. |
Generate Motion Vector | Enable motion vector output for the smoke to support motion blur. |
Exclude From TU And A | Exclude smoke from certain rendering passes, such as temporal upscaling or anti-aliasing. |
Sorting Priority | Set render queue priority to control draw order relative to other transparent objects. |