General

We’ll start with the basics . The General section defines the overall look and color of your shield. These settings control visibility, textures, and glow effects, letting you establish the shield’s base appearance.

Here is an example of how a shield could look like:

Visibility

A slider (0–1) that controls the alpha value of the effect. Gradually increasing the value from 0 to 1 creates a smooth fade-in for the shield.

💡 Tip: Use a short fade-in when spawning shields to add cinematic impact.

Base Texture

The main texture that defines the surface of the shield. This uses UV0 mapping. The included models are UV-mapped to fit the provided hexagon texture. If you use custom models, ensure your textures match the UV map of your mesh for correct rendering.

Front Color

An HDR color applied to the shield’s outer faces (those facing the camera).

Back Color

An HDR color applied to the shield’s inner faces. To hide inner faces, set this color to black, or for a proper solution, set the shader’s Render Face property to Front.

Fresnel Power

Controls the intensity of the shield’s outer glow. Higher values reduce the glow, while lower values make it stronger.

Fresnel Color

The HDR color of the outer glow effect.

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