# Scenery - Standard (Opaque) shader

### Main shader used for the parts

This (`KSP2/Scenery/Standard (Opaque)`) is the main shader used for parts and the shader that allows for parts to be repainted.

| Property | Name | Type | Default Value | Recommended Value | Description |
|----------|------|------|---------------|-------------------|-------------|
| `_Color` | Color | Color | `(1, 1, 1, 1)` | `(1, 1, 1, 1)`    | Color multiplier for `_MainTex` |
| `_MainTex` | Albedo Map | Texture2D | `white`       |                   | Map used for areas with no color under the `_Paint` |
| `_MetallicGlossMap` | Metallic | Texture2D | `white`       |                   | Main map for smoothness/metallic |
| `_Metallic` | Metallic/Smoothness Map | `float(0, 1)` | `0`           | `1`               |             |
| `_GlossMapScale` | Smoothness Scale | `float(0, 1)` | `1`           | `1`               | Multiplier for smoothness |
| `_MipBias` | [Mip Bias](https://docs.unity3d.com/ScriptReference/Texture-mipMapBias.html) | `float(0, 1)` | `0.8`         | `0.8`             |             |
| `_BumpMap` | Normal Map | Texture2D | `bump`        |                   | Main normal/bump map for the part |
| `_DetailBumpMap` | Detail Normal Map | Texture2D | `bump`        |                   | tileable extra details |
| `_DetailMask` | Detail Mask | Texture2D | `white`       |                   | mask for `_DetailBumpMap` |
| `_DetailBumpScale` | Detail Normal Scale | `float(0, 1)` | `1`           |                   | Multiplier for details' bump |
| `_DetailBumpTiling` | Detail Normal Tiling | `float(0.01, 10)` | `1`           |                   |             |
| `_OcclusionMap` | Occlusion Map | Texture2D | `white`       |                   | Stock part's dont seem to use this. Occlusion seems to imbeded into `_MainTex`, `_MetallicGlossMap` and `_PaintMaskGlossMap` |
| `_OcclusionStrength` | Strength | `float(0, 1)` | `1`           |                   | Multiplier for ambient occlusion |
| `_EmissionMap` | Emission Map | Texture2D | `white`       |                   | Map for emission used by engines and generators |
| `_EmissionColor` | Emission Color | Color | `(0, 0, 0, 1)` | `white`           |             |
| `_UseTimeOfDay` | Use Time of Day | Toggle | `0 (false)`   |                   |             |
| `_TimeOfDayDotMin` | Min  | `float(-1, 1)` | `-0.005`      |                   |             |
| `_TimeOfDayDotMax` | Max  | `float(-1, 1)` | `0.005`       |                   |             |
| `_PaintA` | Paint Color A | Color | `white`       |                   | Base paint for the part (will be overwritten during runtime) |
| `_PaintB` | Paint Color B | Color | `white`       |                   | Accent paint for the part (will be overwritten during runtime) |
| `_PaintMaskGlossMap` | Paint Mask | Texture2D | `white`       |                   | This is a special texture where:<br><br>alpha channel dictates the smoothness<br>red channel dictates the accent<br>green channel dictates the base (this also masks the accent)<br>blue channel dictates where it should show the original texture |
| `_PaintGlossMapScale` | Paint Smoothness Scale | `float(0, 1)` | `1`           | `1`               | Multiplier for smoothness on painted areas |
| `_SmoothnessOverride` | Use PaintMask for Paint Smoothness | Toggle | `0 (false)`   | `1 (true)`        | when true, `_PaintMaskGlossMap` will be used for mettalic (on painted areas) instead of `_MetallicGlossMap` |
| `_RimFalloff` | `_RimFalloff` | `float(0.01, 5)` | `0.1`         | `0.1`             |             |
| `_RimColor` | `_RimColor` | Color | `transparent` |                   |             |
| `_Culling` | Cull Mode | `float` | `2`           | `2`               |             |
| `_Offset` | Depth Offset | `float(-1, 1)` | `0`           | `0`               |             |