Basic
Controls which of the following patterns is used. The scale of each pattern's shape is based on the light intensity on the surface.
Halftone - Creates a pattern made up of dots of varying sizes. By default, large dots are mapped to shaded areas and small dots to bright areas.
Sine Wave - Creates a pattern made up of sine waves of varying thicknesses. By default, thick sine waves are mapped to shaded areas and thin sine waves to bright areas.
Grid - Creates a pattern made up of squares of varying sizes. By default, large squares are mapped to shaded areas and small squares to bright areas.
Cross Hatch - Creates a pattern made up of short pencil strokes to simulate the appearance of traditional cross hatch shading. By default, dark pencil strokes are mapped to shaded areas and light strokes to bright areas.
Custom - Creates a tiled pattern made up of a custom texture connected to the
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| Pattern: Halftone | Sine Wave | Grid | Cross Hatch |
The Custom Pattern expects a square texture with an alpha texture which is used to overlap the tiles on top of other tiles. The following examples were created with a custom texture and different randomization values. Any texture can be used but in general the custom texture works best with geometric patterns at a small overall scale.
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| Custom Texture: Crescent Star | Random Triangles | Random Dots | Random color hatches |
Controls the color that is generally responsible for the dark portions of the shading. Textures can be used here to interesting effect, you can even use the same texture for Pattern Color and Background Color but with different brightness levels or hue offsets in order to differentiate them.
The shading implied by the Tonemap Pattern is dependent on having two contrasting colors for Pattern Color and Background Color. If both colors are the same then no pattern is visible.
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| Pattern Color: Blue | Red | Tiles Texture | Animated Black to White |
Controls the color that is responsible for the bright portions of the shading. Textures can be used as well.
The shading implied by the Tonemap Pattern is dependent on having two contrasting colors for Pattern Color and Background Color. If both colors are the same then no pattern will be visible.
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| Background Color: Light Blue | Light Yellow | Tiles Texture | Animated Black to White |
Controls the overall size of the pattern, this is multiplied with the Intensity Override input.
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| Scale: 1 | 2 | Animated Texture |
Scale Width[0.00..2147483648.00]
Controls the width of the pattern in the X direction. Note that width of the pattern is dependent on the rotation of the pattern.
| Scale Width: 1 - 3 |
Scale Height[0.00..2147483648.00]
Controls the height of the pattern. Note that height of the pattern is dependent on the rotation of the pattern.
| Scale Height: 0 - 2 |
Rotates the pattern in image space.
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| Rotation: 0 | 45 | 90 |
Moves the pattern horizontally in screen space. Higher values offset the pattern more than lower values, this can also be driven by a texture.
When using the cross hatch pattern, you can create the illusion of unique hand drawn frames by changing the offset value by a large amount every few frames — the jitter shader's float output with an animated seed value is a good tool for this effect.
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| Offset X: -2 to +2 | Textured with tile shader | Jitter every 5 frames |
Moves the pattern vertically in screen space. Higher values offset the pattern more than lower values, this can also be driven by a texture.
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| Offset Y: -2 to +2 | Textured with tile shader |
This input overrides the scale of the pattern, connect a ramp here to directly control how the scale of the pattern changes based on the lighting in the scene. Dark colors increase the scale of the pattern while bright colors decrease the scale of the pattern.
In a common setup, a horizontal ramp is used to control the scale of the pattern from darkest (largest scale) on the left to brightest (smallest scale) on the right. However, you can remap the scale of the pattern in any way you like, including bringing what is traditionally the dark color (Pattern Color) into the brightest parts of the lighting as seen in the Stylized Ramp example below. Additionally, the pattern scale does not have to be based solely on light intensity with a ramp, using a texture will also control the size of the pattern and this can be layered together with a ramp as seen in the last two examples.
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| Intensity Override: Default (Linear Transition) | Stepped Ramp | Stylized Ramp | Animated Ramp | Texture with Ramp |
Tile Scale Bias
Only affects the Custom Pattern mode.
Controls each tile's starting scale. Higher values increase the size of each tile relative to their starting size.
Note that the scale can be set so high that the pattern clips with neighboring tiles instead of overlapping with them. The maximum value that can be used before clipping depends on your custom texture, like how much of the texture space is used up by your custom pattern and how much the pattern is offset from its original starting position.
In the example below take note of how each tile stays centered in the same location and scales up and down. This is different than the General Scale parameter which scales the entire tiling pattern.
| Tile Scale Bias: 0 - 2 |
