Shader Options ๐ฅบ
Per-material settings that impact every effect.
Shader Qualityโ
Shader Quality controls how much rendering power June should put into various effects. Naturally, the more power you throw at it, the better it will look. Where the trade-off stops being worth it and where diminishing returns begin are up to you.
- Zoomies: Super-duper low quality, the bare minimum. Will be noticably lower quality but also much faster.
- Normal: An average quality, fine if you want good performance and don't need anything over-the-top.
- Pretty: A good balance between quality and speed, but a slightly heavier emphasis on quality.
- Dazzling: Maximum quality! Super-duper pretty, but also probably pretty intense. It's still performant enough for a lot of use cases, but still do testing to make sure because it will be noticably more demanding on your hardware.
Shader Targetโ
Shader Target allows for you to specify what kind of project June is being used in. If exporting for a game, set the target to Game Content. If making a new game or only working within the Unity Editor, select Unity Editor. Currently VRChat and Beatsaber have specific outputs with changes in June relative to the game.
Shader Passthroughโ
This specifies what medium June is using. Specifically, you can either pass June through a mess (ex. a cube) or a particle system. If you want to set up June to output through a particle, please see Examples -> Particle.
Shader Colourspaceโ
Choose whether June is being used in a Gamma or Linear colourspace. If you're creating for VRChat - just leave it as Linear. June is developed in a linear colourspace and has conversions in place for gamma colourspaces, so it may look slightly different between the two!