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Glossary

The Genesis docs use a mix of Unity, URP, shader-author, and stylization vocabulary. This page collects the most common terms in one place. The inspector column is the term as it appears in the docs and inspector; the name column gives the related shader keyword or property where one exists. Categories cover URP plumbing, lighting models, NPR / stylization techniques, and Unity asset conventions.

Terms

Inspector labelShader propertyTypeDefaultDescription
URPPipelineUniversal Render Pipeline — Unity's scriptable forward+ pipeline. Required by Genesis.
SRPPipelineScriptable Render Pipeline — the umbrella API URP and HDRP both implement.
Forward+PipelineURP's clustered forward renderer, supporting many lights without deferred.
Linear Color SpaceProjectColor storage where math is done in linear values. Genesis assumes linear.
Gamma Color SpaceProjectLegacy sRGB-stored math. Produces incorrect cel falloff. Not supported.
Albedo_BaseMapTextureBase color map. Stored in sRGB.
Normal Map_BumpMapTexturePer-pixel surface normal stored in tangent space, blue-tinted.
MatCap_MatCapTextureMaterial capture — a sphere snapshot sampled by view normals to fake complex lighting.
Ramp Texture_CelRampTexture1D gradient sampled by NdotL to colorize cel bands.
Triplanar_TRIPLANAR_ONTechniqueWorld-space projection sampling along X, Y, Z to avoid UV stretching.
Stochastic Sampling_STOCHASTIC_ONTechniqueRandomized triplanar variant that hides tiling at the cost of three texture taps.
NdotLMathDot product of normal and light direction. Drives diffuse intensity.
FresnelMathView-dependent edge factor (1 - NdotV). Drives rim lighting.
Lambert_DiffuseModelDiffuse ModelClassic NdotL diffuse. Cheapest, most predictable.
Oren-Nayar_DiffuseModelDiffuse ModelRougher matte diffuse — useful for cloth and chalky surfaces.
Minnaert_DiffuseModelDiffuse ModelVelvet-like diffuse with a darkened center, used for fabric.
Gooch_DiffuseModelDiffuse ModelCool-to-warm shading from technical illustration. Genesis exposes a stylized variant.
Cel Shading_CEL_SHADING_ONNPRQuantizing diffuse into discrete bands for the anime / cartoon look.
Rim Lighting_RIM_ONNPRFresnel-driven edge glow used to separate silhouettes.
Outline_OUTLINE_ONNPRInverted-hull or screen-space stroke around a mesh silhouette.
Iridescence_IRIDESCENCE_ONNPRThin-film rainbow color shift driven by view angle.
Translucency_TRANSLUCENCY_ONNPRCheap back-lighting approximation for leaves, ears, drapes.
SSS_TRANSLUCENCY_ONNPRSubsurface scattering — light diffusing under a surface. Genesis offers a wrap-style cheat.
Dissolve_DISSOLVE_ONEffectNoise-driven clip mask animating along a threshold with edge glow.
Hologram_HOLOGRAM_ONEffectScan-line and flicker effect simulating sci-fi projections.
Inverted-Hull_OUTLINE_ONTechniqueOutline pass that expands the back-face along normals to draw a stroke.
KeywordShadershader_feature toggle that enables a code path. Costs a variant per combination.
VariantShaderA compiled permutation of keywords. Genesis materials precompile only what is used.
Shader ModelShaderGPU feature tier. SM4.5 = baseline, SM5.0 = compute / advanced.
Render Queue_RenderQueueMaterialSort order. Opaque = 2000, Transparent = 3000.
Renderer FeatureURPA pluggable URP pass — PCSS, fog, cavity, outline, etc.
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