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Decreasing this value also makes the base layer seem less smooth. The coat has no diffuse component, but this property affects the base layer's diffuse color. The smoothness of the coat's specular lobe. The normal, in world space, for the coat. The normal, in tangent space, for the coat. The normal, in object space, for the coat. The mask that simulates a clear coat effect on the Material to mimic materials like car paint or plastics. The index of refraction to use for the coating layer. This property works with Coat Thickness to calculate an absorption coefficient. The HDR color that determines which color the coat absorbs the most.
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This replaces the built-in diffuse GI solution. The global illumination (GI) value to apply to the front face of the Mesh only. This port only appears when you enable the Override Baked GI setting. The global illumination (GI) value to apply to the back face of the Mesh only. Negative values make the effect vertical, and positive values make the effect horizontal. The direction of the anisotropy effect for the secondary lobe. If the value is lower than the limit, HDRP does not render the pixel. If the alpha value of the pixel is equal to or higher than this limit, HDRP renders the pixel. The alpha value limit that HDRP uses to determine whether it should render shadows for a pixel. The alpha value limit that HDRP uses for the transparent depth prepass. The alpha value limit that HDRP uses for the transparent depth postpass. If the alpha value of the pixel is equal to or higher than the limit, HDRP renders the pixel. The alpha value limit that HDRP uses to determine whether to render each pixel. This determines how transparent the material is. A value of 1 means the fragment is not occluded at all, and the ambient color does not change. A value of 0 means the fragment is completely occluded and appears black. This approximates occlusion for a fragment on a GameObject’s surface that has been cast by details present in the Material but not the mesh geometry.
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