A shader is a function that defines how an object should look when interacting with lighting and shadows in the viewports. In Substance Painter shaders are used to know how to read the Texture Set channels and render the 3D mesh in the viewports.
Undo Stack and Shader file
This section of the Shader Settings window controls the main parameters when manipulating shaders.
The Undo/Redo stack for the shader is independent from the main History to not create conflicts when painting.
If the shader file is marked as "Outdated", it is recommended to update it when possible. See : Updating a Shader
Revert/Cancel a change of shader file or any shader parameters modification
Apply again a change that was cancelled via the Undo.
|Shader file||Button showing the current shader file used. Click on the button to open a mini-shelf and choose a different shader.|
|Instance name||Name of the shader instance.|
|Restore defaults||Restore all the shader parameters to their default values (as they are in the shader file).|
A Shader Instance is a shader based on an original shader file but with customized parameters. A Shader Instance can be shared across Texture Sets, and a Texture Set can have a unique Shader Instance.
For example: a project can use a base shader, while one texture set uses a custom shader to support opacity.
To create and manage Shader Instances, see the Texture Set list window.
Shader parameters are dependent of the shader file currently loaded.
For more details see the following shader details :
Displacement and Tesselation
Displacement and Tesselation are two functionalities that can be used to modify the shape of an object to add further details.
- Displacement : Push or offset the geometry based on an input channel.
- Tesselation : Subdivide the geometry to densify it. More density means that the spacing between polygons is shorter which gives finer details.
A filter named "Height To Normal" is available in the Shelf and can be used to get the final normal map (in case the native conversion by Substance Painter is not strong enough).
Below are the Displacement settings :
Channel from which the mesh deformation is based on. Default is Height but can be set to Displacement as well.
|Scale||Controls the amount of deformation applied to the mesh in the project. A scale of 1 correspond to the maximum size based on the bounding box of the mesh.|
Below are the Tesselation settings :
Determines how the amount of subdivision is computed. Available configurations are :
From 1 to 32. A high value produce more polygons which gives more details but can introduce performance issues.
(Mode Edge Length)
1 / Value. Every polygon edge is divided until each segment is equal to or shorter than this number, 1/1 being the size of the scene.