📄️ Animated Properties
Once a material is locked, the property values become constant and cannot be changed via an animation clip or by any other means. If you have an animation clip changing the values of locked materials, those clips will not do anything once the material is locked.
📄️ Double-Sided Materials (Culling)
As an optimization step, the voxel shader removes 'back faces'. This may sometimes result in situations where part of the material appears to be invisible.
📄️ Scaling Factor
This is an important step!
📄️ Hide Material and Specular
If you have a specular shell or some other material that doesn't quite voxelize right and you want to hide it, you can use the 'Hide Material' shader here.
📄️ Optimize and Lock
Each material on this shader has an option to 'Optimize & Lock'. By clicking on this button, the material will undergo an optimization process and produce a 'optimized & locked' shader that is fast and ready to be used in game and then assign this new shader to the material.
📄️ Presets
Presets are a way of capturing material configurations and reusing them in other materials.
📄️ Render Queue
In the built-in rendering pipeline, Unity renders materials in the sequence of their render queue. The render queue field lets you specify where the material sits in this render queue.
📄️ Texture Options
Most textures provide options for tiling, scrolling and an offset.
📄️ User Interface
This shader provides various quality of life features within the UI and tooling.