Documentation→Reference→Ingredients

	 DiffuseScatters light. and colors it by the surface. See More  | 
	 SpecularReflects lights and Reflection Probes, mixes with fresnel. See More  | 
	 Sub Surface ScatteringScatters light through the mesh. See More  | 
	 Tangent NormalsBends the surface normals of the ingredients after it to create fake detail.  | 
	 Flat NormalsStraightens the normals of the ingredients after it to the face of the mesh.  | 
	
		 
		 
	
	DisplacementSets the depth of the ingredients after it from a heightmap, regardless of true occlusion. Hover for comparison  | 
	
		 
		 
	
	POMCalculates the depth of the ingredients after it with a heightmap, properly occluding portions and carving silhouettess. Hover for comparison. (Documentation Coming Soon)  | 
	 EmissionGlows regardless of lighting.  | 
	 UnlitCompletely unlit, not using any lighting. See More  | 
	 DisplaceDisplaces, or pushes the vertices of the mesh. See More  | 
	 SetTreats the vertex position itself as a layer channel, allowing full control over the mesh. (Documentation Coming Soon)  | 
	 ShellsDuplicates the mesh and enlarges each one. (Documentation Coming Soon)  | 
	 TransparencyMakes parts of the mesh see through. (Documentation Coming Soon)  | 
	 Subdivision/TessellationIncreases the polygon count of the mesh. (Documentation Coming Soon)  | 
	 SmoothMakes the mesh rounder. (Documentation Coming Soon)  | 
	 To WireframeConverts the mesh to a wireframe. (Documentation Coming Soon)  | 
	 To PointsConverts the mesh to small points. (Documentation Coming Soon)  | 
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