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Texture and Material

Simple Lighting

Simple Lighting uses a reflection model called Blinn-Phong, which is a variation of Standard PBR. It doesn’t calculate the lighting as accurately as Standard PBR, but it can achieve similar real-time, realistic results with lower processor strain.

Create Simple Lighting

You can add Simple Lighting by clicking + Add asset > Material > Simple Lighting.

Material Properties

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Albedo: Albedo is the diffused reflection of a surface. Think of it as the original color of the material without any lighting.

  • + Color: Set up the material’s Albedo color by the hexadecimal color code or by picking a color from the color wheel.
  • Texture On: If checked, you can choose a texture as the material’s Albedo color. The Color you set up will become the filter color of the texture.
    • Texture: Texture

Opacity: When checked, the material will calculate a new Alpha value by multiplying the R channel value of this new Opacity Texture. To learn more about how to use this property, check out Standard PBR.

Normal: If checked, the material will use the texture selected under it as the surface normal of the material instead of the mesh normal attribute. This property will affect any shading that involves surface normal such as lighting.

  • Texture: Using a normal texture usually makes the material surface more detailed and realistic.
  • + Strength
    • Default:
    • Range:

Specular: If checked, the material will use specular reflections on surfaces facing the viewer. It represents the bright spot of light that appears on shiny objects.

  • Texture: Using a texture usually makes Specular more detailed and realistic.
  • + Color: Set up the Specular’s color by the hexadecimal color code or by picking a color from the color wheel.
  • + Intensity
  • + Power

You can also adjust both the intensity and power of the Specular property, which will affect the spreading of the bright spot.

Emissive represents the surface of a material that is emitting light. If checked, you can choose a single color for emission or a texture.

  • Texture: Texture
  • + Intensity
    • Default: 0
    • Range:
  • + Color: Set up the material’s emissive color by the hexadecimal color code or by picking a color from the color wheel.

Ambient is the color shown on Simple Lighting when there is no lighting present. You can choose a single color and adjust its intensity. You also have the option to choose a texture as the ambient color.

  • + Rotation
    • Default: 0
    • Range: (0,1)
  • + Intensity
    • Default: 0
    • Range: (0,1)

Shadow

  • Shadow On displays shadows cast by other objects. This is checked by default. For details, please check out the Shadows guide.

UV Control changes how textures are sampled in Simple Lighting. Use UV Control to adjust the Tiling, Offset, and Rotation of textures.

  • + Tilling
    • X: (Default: 1)
    • Y: (Default: 1)
  • + Offset
    • X: (Default: 0)
    • Y: (Default: 0)
  • + Rotation
    • Default: 0
    • Range: (0,1)

Render State 0

Depth Test: If checked, depth test should be performed and compared in the depth buffer.

Depth Write: If checked, the geometry depth is written to the depth buffer. Uncheck it if you are rendering objects that are transparent.

Depth Function: Determine how the depth testing gets performed.

  • Never: The depth test never passes and the object will never be rendered.
  • Less: Draw the part of the object when it is in front of the existing objects and hide the parts that are behind the existing objects.
  • Equal: Draw the part of the object that is at the same depth as the existing objects and hide the parts that are in front or behind the existing objects.
  • Less Equal: Draw the part of the object that is in front or at the same depth as the existing objects and hide the parts that are behind the existing objects.
  • Greater: Draw the part of the object that is behind the existing objects, and hide the parts that are in front of the existing objects.
  • Not Equal: Draw the part of the object that is not at the same depth as the existing objects.
  • Greater or Equal: Draw the part of the object that is behind or at the same depth as the existing objects and hide the parts that are in front of the existing objects.
  • Always: The depth test always passes. Always render the object with the material.

Color Mask: R: Red G: Green B: Blue, and A: Alpha channels. If unchecked, it will be prevented from writing to the unchecked channel into the render target.

Cull Mode: Polygon has front and back sides.

  • None mode will make both inside and outside faces renderer.
  • Back: If you choose Back, it won’t render polygons that face away from the viewer.
  • Front means rendering inside facing polygons.

Blend Mode will instruct how the current material will blend with the background.

  • Default: Transparent