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	<id>https://leochaumartin.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Mirage_Pro%2FPost-Baking_Adjustments</id>
	<title>Mirage Pro/Post-Baking Adjustments - Revision history</title>
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	<updated>2026-07-21T15:27:44Z</updated>
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		<id>https://leochaumartin.com/wiki/index.php?title=Mirage_Pro/Post-Baking_Adjustments&amp;diff=65682&amp;oldid=prev</id>
		<title>Lch: 1 revision imported</title>
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		<updated>2026-07-08T15:18:04Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:18, 8 July 2026&lt;/td&gt;
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		<author><name>Lch</name></author>
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	<entry>
		<id>https://leochaumartin.com/wiki/index.php?title=Mirage_Pro/Post-Baking_Adjustments&amp;diff=65681&amp;oldid=prev</id>
		<title>lcassets&gt;Mirage docs import: Restructured Mirage Pro documentation (bulk import)</title>
		<link rel="alternate" type="text/html" href="https://leochaumartin.com/wiki/index.php?title=Mirage_Pro/Post-Baking_Adjustments&amp;diff=65681&amp;oldid=prev"/>
		<updated>2026-07-08T12:00:00Z</updated>

		<summary type="html">&lt;p&gt;Restructured Mirage Pro documentation (bulk import)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Mirage Pro nav}}&lt;br /&gt;
&lt;br /&gt;
= Post-Baking Adjustments =&lt;br /&gt;
Both the Lit and Unlit impostor materials have a custom Shader GUI for advanced post-baking adjustments.&lt;br /&gt;
&lt;br /&gt;
== Billboarding ==&lt;br /&gt;
The billboarding effect makes the quad face the camera at all times. It is performed in the vertex shader stage. You can disable it with the dedicated toggle.&lt;br /&gt;
&lt;br /&gt;
'''Clamp Latitude''' stops the vertical billboard effect when the view angle leaves the latitudinal range. Horizontal billboarding remains.&lt;br /&gt;
&lt;br /&gt;
== Z Offset ==&lt;br /&gt;
&amp;lt;!-- EDITOR NOTE: Z Offset default is now auto-set to the object's bounding-box size at bake time (2*orthographicSize/sqrt(3), = 1 for a 1x1x1 cube). Document the new default during the content refresh. --&amp;gt;&lt;br /&gt;
'''Z Offset''' can bring an impostor closer to the camera. Useful to get the most out of the LOD Group's cross-fading effect, or to adapt the size at close range without altering longer ranges.&lt;br /&gt;
&lt;br /&gt;
== Surface ==&lt;br /&gt;
Because smoothness, metallic and occlusion maps are limited, it is sometimes necessary to tweak surface parameters to better match the source objects.&lt;br /&gt;
* '''Brightness''' — increases/decreases the albedo power.&lt;br /&gt;
* '''Saturation''' — increases/decreases the color saturation.&lt;br /&gt;
* '''Smoothness''' and '''Occlusion''' — work the same way as on the default diffuse material.&lt;br /&gt;
* '''Metallic''' — multiplied with the computed metallic map.&lt;br /&gt;
* '''Curvature Occlusion''' — applies additional occlusion in rifts and sharp angles to estimate self-shadows. Can create a gray outline on some objects.&lt;br /&gt;
&lt;br /&gt;
== Contours ==&lt;br /&gt;
Impostors use opaque materials. To get the contours right, alpha clipping discards pixels that do not represent the object at each POV. Contours are usually fine out of the box, but occasionally need adjustment.&lt;br /&gt;
* '''Cutout''' — increases/decreases the sharpness of the alpha-clipping geometry. Do not go higher than 0.5, to avoid cropping important features.&lt;br /&gt;
* '''Interpolate''' — turns impostor bilinear interpolation smoothing on/off. Interpolation removes the snapping effect but adds blur, and increases shader complexity.&lt;br /&gt;
* '''Dithering Fade''' — turns dithering fade on/off on the edges of the impostor. Independent from the LOD Group cross-fade effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Mirage_Interpolation.png|thumb|center|600px|From left to right: the original model, interpolation disabled, interpolation enabled.]]&lt;br /&gt;
&lt;br /&gt;
== Geometry ==&lt;br /&gt;
These settings are theoretically not needed but give additional freedom to advanced users. The '''Yaw''' / '''Elevation''' offset sliders make the object virtually rotate on the horizontal / vertical axis respectively.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
You can control the '''Render Queue''', '''Double Sided Global Illumination''' and '''GPU Instancing''', like on the default surface shader.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mirage Pro]]&lt;/div&gt;</summary>
		<author><name>lcassets&gt;Mirage docs import</name></author>
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