What is the Furality Aqua Shader
The Furality Aqua Shader is a versatile shader designed to be easily customizable by all skill levels. The shader uses a new lighting model that can be customized through simple slider properties allowing for a realistic style, a toony style, or anywhere in between! Experimentation is simple and all sliders have maximum/minimum values to ensure a flattering appearance with any combination. So don’t be afraid to play with the values!
Luma Glow V3!
Luma Glow has received yet another update with new features. Now you can make your outline and rim lighting react the same way as your emissions can! There is additionally a new ‘effects’ page where you can play with some new features like sparkles, Luma Flow, and Luma Aura!
What is Luma Glow?
As you explore our Furality Aqua worlds, your avatar's emissions will receive special effects. For example, while inside our club your emissions will pulse, change color, and flash with the beat of the music. Also, other Furality Aqua worlds will have different effects on your avatar emissions.
New Feature: Luma Aura
Luma Aura is an all new feature included with the Furality Aqua Shader. We advise you to set your Aura to match your fin color and see its affect during the convention.
New Feature: Luma Flow
Luma Flow is a motif that decorates objects that act as conduits for Luma magic. Enabling this feature will show that magic on your avatar - just remember to give it a mask to work with!
New Feature: Directional Maps
A black and white gradient can now be used to define the direction of pulsing effects! This is useful for meshes with complex UVs. Effects will be mapped from black and then move to white.
Optimized world-to-avatar control
This shader was designed to read data directly from our own sources. This means you don't have to do any audio processing on your end! Other effects are processed on your GPU, saving you that precious CPU performance.
Simple Realtime Global Illumination
Because of CPU limitations, we cannot use realtime lightmaps on our club world to show off all the amazing lighting effects. To get around this, we created a shader for the world that is fed the lighting data from our club stream, thus bypassing your need to calculate it! The avatar shader then picks this up using a realtime reflection probe that is then sampled differently that allows it to emulate the effects of global illumination, but on your avatar!
How will the worlds affect my emission colors?
Our worlds will tint your emission color by another color. If you want to receive our world colors exactly as they are without any tinting, use a white and black emission.
How to apply the shader
Method 1: With the example scene - Recommended for new users
- Open the "Aqua Shader Example Scene" to view examples of the shader pre-applied
- Import your avatar into the scene
- Click on an example avatar
- In the inspector, find the material slot and click it
- The file explorer will now show two materials. Click one
- Duplicate one of the example materials ( CTRL + D )
- Drag it onto your avatar
- Apply your textures and adjust properties as needed
Method 2: With an example material - Recommended for new users
- Create a new scene
- Import your avatar into the scene
- Navigate to "Assets/Furality/Furality Aqua/Examples/Materials" folder
- Select one of the two "Aqua Shader" example materials
- Duplicate one of the example materials ( CTRL + D )
- Drag the material onto your avatar
- Apply textures and adjust properties as needed
Method 3: With a new material
- Create a new scene
- Import your avatar into the scene
- Right click in the file explorer in Unity
- Select "Create"
- Select "Material"
- Name the newly created material whatever you wish
- Select the material to open it in the inspector
- Look for the "Shader" drop down at the top of the material inspector
- Select "Furality" from the dropdown to explore this folder
- Select "Aqua Shader" from the dropdown to explore this folder
- Select "Aqua Shader" again from the dropdown to select the shader
- Drag the material onto your avatar
- Apply textures and adjust properties as needed
Method 4: With an existing material
- Create a new scene
- Import your avatar into the scene
- Select the material to open it in the inspector
- Look for the "Shader" drop down at the top of the material inspector
- Select "Furality" from the dropdown to explore this folder
- Select "Aqua Shader" from the dropdown to explore this folder
- Select "Aqua Shader" again from the dropdown to select the shader
- Drag the material onto your avatar
- Apply textures and adjust properties as needed
Shader Properties
The Furality Aqua Shader has its own custom inspector GUI that was designed not to overwhelm new users with a large list of properties all on one page. All properties are sorted between their respective pages and an "advanced toggle" is included for those who wish for expanded features.
Top of inspector:
- Page - Changes the settings page. Changes the properties that are shown
- Workflow - Switches between metallic and specular workflows
- Rendering Mode - Switches to cutout or transparent rendering modes
- Blend Operation - Switch between alpha, additive, or multiplicative blending (Exposed on transparent rendering modes)
- Show Advanced Settings - Exposes additional settings (Not recommended for new users)
Page: Main Settings
Main Texture:
- MainTex - Your primary texture. The alpha channel of this affects material opacity (Only on transparent and cutout rendering modes)
- Tiling - How much your primary texture tiles
- Offset - Offset your primary texture by this amount in direction x/y
- Color - This will tint your primary texture with the color you choose - The alpha channel of this controls transparency (Only on transparent and cutout rendering modes)
Alpha Mask:
- AlphaMask - An optional texture used to define transparent parts of your mesh
- Tiling - How much the alpha mask tiles
- Offset - Offset your alpha mask by this amount in direction x/y
Metallic: (Only shown on metallic workflow. Replaces Specular)
- Metallic - Your metallic texture. The alpha channel of this affects material smoothness
- Metalness - How metallic the material is
- Metallic Mult - Multiplier for metallic texture (Exposed in advanced mode)
- Smoothness - How smooth the material is
- Smoothness Mult - Multiplier for smoothness texture (Exposed in advanced mode)
Specular: (Only shown on specular workflow. Replaces Metallic)
- Specular - Your specular texture. The alpha channel of this affects material smoothness
- Smoothness - How smooth the material is
- Specular Color - Tints the specular texture by this color
Normal map:
- Normals - Your normal texture
- Normal Scale - The intensity of your normal texture
- Tiling - Tiling value for your normal texture
- Offset - Offset for your normal map
Occlusion:
- Ambient Occlusion - Your AO texture
- Occlusion Power - AO intensity
Emission Settings:
- Enable Emission - Enables emissive properties on the material
- Emission - Your emission texture. This is the texture that is controlled by our worlds!
- Emission Tint - Tints the emission texture by this color
- Tiling - Tiling value for your emission
- Offset - Offset for your emission
Emission Mask: (Exposed with "Mask Emission" enabled)
- Emission Mask - This texture can mask the emission. Red channel value will control the mask. Useful for scrolling emissions
- Tiling - Tiling value for emission mask
- Offset - Offset value for emission mask
Emission Panning: Properties to add movement to your emissions
- Enable Emission Panning - Checkbox that will enable the movement of your emission
- Emission Pan Speed - X and Y Controls direction and speed of emission movement
Outline Settings:
- Enable Outlines - Checkbox to enable outlines
- Outline Color - Changes the color of the outlines
- Outline Width - Changes outline size
- Outline Depth Fade - Helps hide sharp edges of outlines by fading them with depth
Misc Settings:
- Mask Clip Value - Used in cutout blend modes. Alpha values below this will be clipped from your main texture
- Culling - Which faces of your mesh are visible. If you're seeing through parts of your model, set this to "off."
- Debug Mode - Enables testing mode for Luma Glow
Page: Lighting Settings
Lighting Settings:
- Fake Light Dir - Light direction to be used when no directional light is present in a world
Shadow Settings:
- Soften Lighting - Brightens lighting and gives it a 'softer' appearance
- Toon Lighting - Sharpens the transition between light and dark lighting
- Lighting Offset - Pushes the gradient transition forward/back
- Posterize Lighting - Slices the lighting gradient into steps
- Shadow Slices - The number of posterized slices
Specular Settings:
- Specular Color - Color of specular lighting
- Toon Specular - Sharpens the edges of specular highlights
- Toon Specular Size - Increases the size of specular highlights
Rimlight Settings:
- Rimlighting - Enables rimlight. Rimlight is lighting around the edges of your model
- Rimlight Color - Rimlight color
- Rimlight Toon - Sharpens the edges of rimlighting
- Rimlight Offset - Pushes rimlight transition forward/back
- Posterize Rimlight - Slices rimlighting gradient into steps
- Rimlight Slices - The number of posterized slices
- Specular Tinting - Tints rimlighting by specular color
Page: Luma Glow Settings
Emission Settings:
- Enable Emission - Enables emissive properties on the material
- Emission - Your emission texture. This is the texture that is controlled by our worlds!
- Emission Tint - Tints the emission texture by this color
- Tiling - Tiling value for your emission
- Offset - Offset for your emission
Effect Mask: (Exposed with "Mask Emission" enabled)
- Effect Mask - This texture can mask the emission. Red channel value controls the mask. Useful for scrolling emissions
- Tiling - Tiling value for emission mask
- Offset - Offset value for emission mask
- Emission Pan Speed - Modifies speed of effect panning across the object x/y (Z/W are unused) (Exposed with "Enable Emission Panning" enabled)
Emission Glow:
- Tint - Tints the emission texture by this color
- Enable Zones - Enables selection of Luma Glow color control zones for the Emission
- Zone - A control zone changes your emission colors based on what a Furality world wants it to be. Gradients will scroll across your emission texture and Zones will apply evenly across your emission texture. All of them apply random colors in our worlds. Multiple of each are provided for variation of the randomness.
- Spectrum Reactivity (Only exposed in advanced mode) - Does not change your emission colors, but instead changes the brightness of your emission (only in Club F.Y.N.N.). Low is bass and High is treble. Pulse will scroll across your emission and flash will blink your whole emission. This can be activated while zones are disabled. All zones are already reactive to the music in Club F.Y.N.N. without this option.
Outline Glow:
- Enable Zones - Enables selection of Luma Glow color control zones for outlines
- Zone - A control zone changes your emission colors based on what a Furality world wants it to be. Gradients will scroll across your emission texture and Zones will apply evenly across your emission texture. All of them apply random colors in our worlds. Multiple of each are provided for variation of the randomness.
- Spectrum Reactivity (Only exposed in advanced mode) - Does not change your emission colors, but instead changes the brightness of your emission (only in Club F.Y.N.N.). Low is bass and High is treble. Pulse will scroll across your emission and flash will blink your whole emission. This can be activated while zones are disabled. All zones are already reactive to the music in Club F.Y.N.N. without this option.
Rimlight Glow:
- Enable Zones - Enables selection of Luma Glow color control zones for rimlighting
- Zone - A control zone changes your emission colors based on what a Furality world wants it to be. Gradients will scroll across your emission texture and Zones will apply evenly across your emission texture. All of them apply random colors in our worlds. Multiple of each are provided for variation of the randomness.
- Spectrum Reactivity (Only exposed in advanced mode) - Does not change your emission colors, but instead changes the brightness of your emission (only in Club F.Y.N.N.). Low is bass and High is treble. Pulse will scroll across your emission and flash will blink your whole emission. This can be activated while zones are disabled. All zones are already reactive to the music in Club F.Y.N.N. without this option.
Glow Mask Settings: (Only exposed in advanced mode)
- Glow Mask - (This is an RGB mask where each channel is mapped to a different selected zone)
- Tiling - Tiling value for glow mask
- Offset - Offset value for glow mask
Red Channel Glow: (Only exposed in advanced mode)
- Tint - Tints the red channel glow colors of the glow mask
- Enable Zones - Enables selection of Luma Glow color control zones for the red channel of the glow mask
- Zone - A control zone changes your emission colors based on what a Furality world wants it to be. Gradients will scroll across your emission texture and Zones will apply evenly across your emission texture. All of them apply random colors in our worlds. Multiple of each are provided for variation of the randomness.
- Spectrum Reactivity (Only exposed in advanced mode) - Does not change your emission colors, but instead changes the brightness of your emission (only in Club F.Y.N.N.). Low is bass and High is treble. Pulse will scroll across your emission and flash will blink your whole emission. This can be activated while zones are disabled. All zones are already reactive to the music in Club F.Y.N.N. without this option.
Green Channel Glow: (Only exposed in advanced mode)
- Green Channel Glow: (Only exposed in advanced mode)
- Enable Zones - Enables selection of Luma Glow color control zones for the green channel of the glow mask
- Zone - A control zone changes your emission colors based on what a Furality world wants it to be. Gradients will scroll across your emission texture and Zones will apply evenly across your emission texture. All of them apply random colors in our worlds. Multiple of each are provided for variation of the randomness.
- Spectrum Reactivity (Only exposed in advanced mode) - Does not change your emission colors, but instead changes the brightness of your emission (only in Club F.Y.N.N.). Low is bass and High is treble. Pulse will scroll across your emission and flash will blink your whole emission. This can be activated while zones are disabled. All zones are already reactive to the music in Club F.Y.N.N. without this option.
Blue Channel Glow: (Only exposed in advanced mode)
- Tint - Tints the blue channel glow colors of the glow mask
- Enable Zones - Enables selection of Luma Glow color control zones for the blue channel of the glow mask
- Zone - A control zone changes your emission colors based on what a Furality world wants it to be. Gradients will scroll across your emission texture and Zones will apply evenly across your emission texture. All of them apply random colors in our worlds. Multiple of each are provided for variation of the randomness.
- Spectrum Reactivity (Only exposed in advanced mode) - Does not change your emission colors, but instead changes the brightness of your emission (only in Club F.Y.N.N.). Low is bass and High is treble. Pulse will scroll across your emission and flash will blink your whole emission. This can be activated while zones are disabled. All zones are already reactive to the music in Club F.Y.N.N. without this option.
Additional Properties: (Exposed contextually)
- Directional Map - A black and white gradient used to define the direction of pulsing effects. Effects will be mapped from black and then move to white.
- Gradient Direction - Changes the direction of all gradient zones
- Lows Pulse Direction - Changes the direction of all spectrum reactive lows pulses
- Highs Pulse Direction - Changes the direction of all spectrum reactive highs pulses
Page: Effect Settings
Emission Settings:
- Enable Emission - Enables emissive properties on the material
- Emission - Your emission texture. This is the texture that is controlled by our worlds!
- Emission Tint - Tints the emission texture by this color
- Tiling - Tiling value for your emission
- Offset - Offset for your emission
Effect Mask:
- Effect Mask - This texture can mask the emission. Red channel value controls the mask. Useful for scrolling emissions
- Tiling - Tiling value for emission mask
- Offset - Offset value for emission mask
- Emission Pan Speed - Modifies speed of effect panning across the object x/y (Z/W are unused) (Exposed with "Enable Emission Panning" enabled)
Noise:
- Noise - Texture used to calculate procedural effects. A texture must be present here to use some effects
Luma Aura:
- Luma Aura Preset - The color of special interactions
- Luma Aura Color - Color picker for special interactions (Exposed in advanced mode)
Luma Flow Settings:
- Luma Flow - Enable/Disable the Luma Flow effect
- Luma Flow Color - Color for Luma Flow. A secondary color is chosen by the shader
- Luma Flow Tiling - Tiling value for Luma Flow
- Luma Flow Distortion - Distortion amount for Luma Flow
- Luma Flow Speed - Animation speed for Luma Flow
- Mask Luma Flow - Uses the Effect Mask’s green channel to mask the Luma Flow effect
Sparkle Settings:
- Sparkles - Enable/Disable sparkles
- Sparkle Color - Color for sparkles
- Sparkle Tiling - Tiling value for sparkles
- Sparkle Threshold - Amount of shown at once
- Sparkle Size - Size of each dot for sparkles
- Sparkle Speed - Animation speed for sparkles
- Sparkle Depth - Uses parallax to give the sparkle effect 3D depth
- Mask Sparkles - Uses the Effect Mask’s blue channel to mask the sparkle effect