LitPlus
Overview
LitPlus is an enhanced material suite for URP, designed to extend and refine the capabilities of the standard URP materials. Built upon the foundation of the URP Lit Shader, LitPlus delivers richer visual fidelity, supports a broader range of commonly used effects, and achieves superior runtime performance
Features
Render Settings
Fully compatible with all features of the URP Lit Surface Options
Offers extended settings with greater flexibility
Surface Maps
Base Map
Normal Map
Height Map
Emission Map
Detail Map
Mask Map
Mask Map
Supports dual mask configuration
Allows flexible channel mapping for data input (no fixed channel dependency)
More compact and efficient in memory usage
Lighting — Physically Based Rendering (PBR) with additional equations for richer visual variations
Ambient — adjustable brightness for upper and lower hemispheres
Diffuse
Supports shadow lifting
Supports Ramp shading
Supports skin rendering
Highlights
Supports PBR specular highlights
Supports hair rendering
Reflections
Adjustable brightness
Adjustable Fresnel intensity
Custom CubeMap support
Enhanced URP Effects — extending and improving native URP features while introducing new common effects
Emission
Supports surface flow animation
Supports directional control via FlowMap
MatCap
Multiple blend modes supported
Multi-layer MatCap blending
Rim
HDR support
Adjustable width and falloff
Directional intensity control
Debug Colors
Geometry Data
Texture Colors
Surface Data
Lighting Data
and more
Performance
Optimized with half-precision floating-point operations for higher efficiency
Macro-based feature toggling to eliminate unnecessary computations
Render Settings
Render Settings fully encompasses all features of the URP Lit Surface Options while adding additional controls for specialized needs:
Depth Test
Depth Write
Src Blend, Dst Blend
Alpha Src Blend, Alpha Dst Blend
Surface Inputs
Surface Inputs define the surface’s input parameters, including:
Base Map — consistent with URP
Mask Map — adds an extra mask compared to URP for more complex effects
PBR Data — more flexible than URP, allowing selection of different mask channels as data sources
Normal Map & Height Map — include explicit toggles for easier debugging and control
Mask Map
Supports dual Mask Maps.
Base Mask Map
Used for standard data
Examples: Metallic, AO, Emission Mask, Smoothness
Extra Mask Map
Used for complex effects when Base Mask alone is insufficient
Examples: Skin Curvature, Emission Mask, Detail Mask
Precision Recommendations
High-precision data → Base Mask with medium or full-size textures (½–1× Base Map)
Lower-precision data → Extra Mask with smaller textures (¼ Base Map)
PBR Data
Allows configuration of PBR Data sources and scaling:
Supports selecting the source channel from any Mask Map
No fixed-channel dependency, offering greater flexibility and compactness
Normal Map
LitPlus provides a toggle for the Normal Map, allowing effect comparison without removing the map.
Height Map
The Height Map functions the same as in URP, simulating height variations through UV offset.
We do not recommend using the Height Map, as its UV-offset-based implementation yields only limited visual impact. However, LitPlus retains this feature to ensure full compatibility with URP material capabilities.
Ambient
Ambient allows independent adjustment of upper and lower brightness.
Increasing brightness contrast enhances depth perception, whereas reducing contrast gives a more stylized, cartoon-like effect.
Diffuse
Shadow Lift
Diffuse shading can brighten shadowed areas using the Shadow Lift parameter, creating a lighter and more cheerful appearance.
Ramp Mode
Supports Ramp, enabling artistic effects such as stepped lighting or realistic skin shading.
Skin Mode
Supports skin rendering with low performance overhead, making it suitable for mobile platforms.
Curvature
Represents skin curvature, indicating skin thickness
Thin skin areas (high curvature) exhibit stronger subsurface scattering
High curvature usually occurs on thin regions such as the nose and ears
Low curvature appears on thicker areas like the body and limbs
Curvature maps can be baked and processed using Substance 3D
Curvature Source specifies which mask channel provides the skin curvature data
Skin LUT
Includes a default Skin LUT as an example
Custom Skin LUTs can be created for stylized effects
Params
Brightness — controls overall skin brightness
Light Color Influence
determines how lighting color affects skin tones
reducing this influence can enhance visual appeal under varying light colors
Shadow Strength
controls shadow intensity on the skin
lower values often produce more aesthetically pleasing results
Rim Power
adjusts the width of the skin rim effect
set to 0 to disable rim effects
Highlights
Default Mode
The Default mode matches URP Specular Highlights.We’ve added Highlight HDR color settings to enhance specular effects, enabling stylized, visually striking results beyond strict realism.
Hair Mode
The Hair mode uses the Scheuermann lighting model to render hair specular highlights.
Hair Specular
Strength — overall brightness of the hair highlight
Power — controls the spread of the hair highlight
Shift — adjusts the highlight position (toward roots or tips)
Shift From FlowMap Z
uses the Z channel of the Flow Map to fine-tune the highlight position
this parameter adjusts the influence of the Flow Map Z channel
Flow Map
R and G channels — represent hair flow direction; can be painted using tools like Krita
Z channel — offsets highlight positions, typically used to create serrated highlight effects
Without Flow Map
If hair textures are laid out horizontally, highlights can still render correctly without a Flow Map
When no flow map is provided, the horizontal direction of the texture is used as the default input for hair highlights
Reflections
Default Mode
The Default Mode produces results consistent with URP Environment Reflections.
We provide two parameters for fine-tuning reflections:
Strength — controls the overall brightness of reflections
Fresnel
adjusts the intensity of the reflections’ Fresnel effect
default Fresnel brightness may not always be visually optimal
Custom Mode
Custom Mode allows using a user-defined CubeMap to override the scene’s environment reflection.
It can be used for localized lighting effects—for example, a CubeMap with multiple highlights can enhance the sparkle in eyes.
Emission
We’ve enhanced URP’s Emission system.
Mask Source
Supports masking via channels in the Mask Map. For solid-color emission, a single mask channel is sufficient.
Tiling
Masking enables tiling, allowing the creation of repeated emission patterns.
Directional Flow
Supports flow animation—combining a noise texture with movement produces dynamic emission effects.
Flow Map
Supports using a Flow Map to control emission direction:
R and G channels — define flow direction; can be painted in tools like Krita
Speed — controls the flow speed (cycle duration)
Strength — controls the amplitude of the flow cycle
A Flow Map enables directional emission on characters, introducing dynamic motion and rhythmic visual effects.
Detail
LitPlus reproduces the same Detail effect as URP while supporting the use of the Mask Map as a Detail Mask—eliminating the need for a separate Detail Mask texture.
Usage Recommendation
Use Detail only when close-up shots of characters are required
Avoid using Detail for characters that won’t be viewed up close to prevent unnecessary performance costs
MatCap
LitPlus supports four-layer MatCap blending, allowing simulation of different lighting component combinations through various blend settings.
Traditionally, MatCap was used to simulate lighting for performance, trading memory for computation.
With modern GPUs handling PBR rendering efficiently, MatCap is now primarily employed for artistic lighting effects.
Mask Map
Uses the RGBA channels to mask four MatCap layers: R for the first layer, G for the second, and so on.
Blend Mode
Supports four blend modes:
Alpha Blend
uses the MatCap color’s alpha as the blending factor
useful for mixing with base color and modifying its appearance
Premultiply — similar to Alpha Blend, but the alpha only affects the base color ratio without altering the MatCap color proportion
Additive — ideal for simulating specular reflections (highlights, environment reflections) or stacking effects like rim light
Multiply — suitable for simulating diffuse shading effects
Params
MatCap Strength — overall intensity of the MatCap effect
Base Map Influence
degree to which MatCap is affected by the Base Map color (Base Albedo);
calculated as: matCap *= lerp(1, baseMapColor, baseMapInfluence)
Light Color Influence
degree to which MatCap is affected by light color
calculated as: matCap *= lerp(1, lightColor, lightColorInfluence)
Shadow Strength — real-time shadow intensity applied to MatCap
Rotation Degrees — allows 360° rotation of the MatCap to adjust orientation
Rim
Rim is a Fresnel-based edge lighting effect.
Features
Supports HDR colors, which can be combined with Bloom to enhance edges
Adjustable width and falloff for narrow or broad rim effects
Directional control to convey the light’s orientation
Debug Colors
The Debug Colors feature visualizes specific values using color, facilitating development and debugging.
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