Rendering ๐ธ
Control how June is displayed on the user's screen.
Rendering Strengthโ
Rendering Strength controls the opacity of June on top of the screen. For instance, a value of 0 will make June's effects invisible while a value of 2 will strength June's effects by a factor of two. This is just a linear interpolation between a clean copy of the screen and June's modified version~
- Effects Strength: This controls the effect of effect's powers. This is similar to Rendering Strength but instead directly interacts with power values.
- Colour Strength: Instead of interpolating a full clean copy of the screen and June's modified version, only interpolate the colours between the two.
- UV Strength: Instead of interpolating a full clean copy of the screen and June's modified version, only interpolate the UVs between the two (position of the screen).
Falloffโ
Falloff makes it so that as players get further away from June's center, the effects become dampened and "fade away". The default start is 15 and the default end is 20. This is intended for a 20x20x20 cube. When the user is 15 meters away from the center, the effects will start to fade away. When the user is 20 meters away from the center, the effects will be completely gone.
- Smooth: The power of the falloff is curved (suggested).
- Linear: The power of the falloff is a straight line (constant decrease).
- Step: Instantaneous falloff.
Off-Screen Pixelsโ
June can only access limited information about what is on the screen. Unlike something like a camera script, June doesn't actually know what is happening off the side of the screen, and this can lead to "screen-tearing" when modifying the screen's UV. For example, shaking the screen by a large power will make the screen move left, right, up, and down. When the screen moves in these directions, part of the screen gets cut off and a new portion of the screen is revealed on the opposite side. Without any fixes, it will simply be stretched pixels. Off-Screen Pixels helps make it a little prettier!
You can also use Zoom ๐ to have a constant slight zoom-in. This means that the edges of the screen will be a little cut off, but in return, that gives you wiggle room for the now "off-screen" pixels.
- Mirror Fast Quality: This will replace the tearing pixels with a mirrored copy of the screen, starting wherever the tearing would start. The fast quality version of mirroring will only be able to handle one whole mirror reflection on each side (which should be more than enough, assuming you aren't doing something insane to the UV). Ultimately, this is what I think looks the best and least noticable.
- Mirror Fancy Quality: The same as above but it can be repeated an indefinite amount of times at the expense of being slightly more intense on the GPU (you probably don't need this!).
- Clamp: Just does the default screen-tearing behaviour (nothing changed).
- Repeat: Repeat the screen rather than mirroring.
- Colour: Fill the teared pixels with a colour.
Render Textureโ
For things like standalone games, a render texture may be more performant than a grabpass. This is only enabled on a render texture branch and is where the render texture for your camera is placed.
Stencil (and Blend/ZTest)โ
The concept of stencils is a bit confusing and probably out of the scope of these docs. Look here for Unity's references on stencils! In short: stencils allow you to mask objects in various ways based on various conditions.
For what the Blend and ZTest settings do, please see Unity's shaderlab documentation here!. In short: Blend controls alpha blending and ZTest sets the depth testing mode.