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Emission
Emission causes a material to glow. A material will only appear to glow if there is a bloom post process in the current scene.
The color of the emission or glow.
The color of the emission represented by a texture. Black will not glow at all.
A mask of where emissions should take place. The mask should be in black and white. the emission color is multiplied by the mask. black = 0 white = 1
The speed at which which emission is panned across the model. Only X and Y values are used.
The strength of the glow or emission. (Emission * Emission Strength)
The minimum value the emission will be multiplied by when blinking.
The maximum value the emission will be multiplied by when blinking.
the rate at which emission will travel between the min and max blinking emission values.
Enables a wave of a emission to travel across all emissive areas of a material.
The direction the emissive wave will travel over the material.
The width of the emission wave.
The velocity at which the wave travels across the material.
The interval at which the wave will appear.