TerrainMaterial
The TerrainMaterial class orginizes the material settings for a single terrain material layer.
Public Attributes
float
A fixed value to add while blending using heightmap-based blending.Higher numbers = larger blend radius.
float
A fixed value to add while blending using heightmap-based blending.Higher numbers = larger blend radius.
float
Changes how far camera can see the detail map rendering on the material.
filename
y 6
assetIdString
ðŒE
float
Used to scale the detail map to the material square.
float
Exponentially sharpens or lightens the detail map rendering on the material.
filename
¨ç
assetIdString
ðŒE
float
Used to scale the diffuse map to the material square.
bool
Should the roughness channel of the PBR Config map be inverted?
bool
Is the PBR Config map's image in sRGB format?
float
Changes how far camera can see the Macro map rendering on the material.
filename
y 6
assetIdString
ðŒE
float
Used to scale the Macro map to the material square.
float
Exponentially sharpens or lightens the Macro map rendering on the material.
filename
ðŒE
assetIdString
ðŒE
filename
XŒE.
assetIdString
float
Used to scale the height from the normal map to give some self occlusion effect (aka parallax) to the terrain material.
bool
Makes that terrain material project along the sides of steep slopes instead of projected downwards.
Detailed Description
The TerrainMaterial class orginizes the material settings for a single terrain material layer.
note:You should not be creating TerrainMaterials by hand in code. All TerrainMaterials should be created in the editors, as intended by the system.
// Created by the Terrain Painter tool in the World Editor new TerrainMaterial() { internalName = "grass1"; diffuseMap = "art/terrains/Test/grass1"; detailMap = "art/terrains/Test/grass1_d"; detailSize = "10"; isManaged = "1"; detailBrightness = "1"; Enabled = "1"; diffuseSize = "200"; };
Public Attributes
float blendHeightBase
A fixed value to add while blending using heightmap-based blending.Higher numbers = larger blend radius.
float blendHeightContrast
A fixed value to add while blending using heightmap-based blending.Higher numbers = larger blend radius.
float detailDistance
Changes how far camera can see the detail map rendering on the material.
filename DetailMap
y 6
assetIdString DetailMapAsset
ðŒE
float detailSize
Used to scale the detail map to the material square.
float detailStrength
Exponentially sharpens or lightens the detail map rendering on the material.
filename DiffuseMap
¨ç
assetIdString DiffuseMapAsset
ðŒE
float diffuseSize
Used to scale the diffuse map to the material square.
bool invertRoughness
Should the roughness channel of the PBR Config map be inverted?
bool isSRGB
Is the PBR Config map's image in sRGB format?
float macroDistance
Changes how far camera can see the Macro map rendering on the material.
filename MacroMap
y 6
assetIdString MacroMapAsset
ðŒE
float macroSize
Used to scale the Macro map to the material square.
float macroStrength
Exponentially sharpens or lightens the Macro map rendering on the material.
filename NormalMap
ðŒE
assetIdString NormalMapAsset
ðŒE
filename ORMConfigMap
XŒE.
assetIdString ORMConfigMapAsset
ðŒE
float parallaxScale
Used to scale the height from the normal map to give some self occlusion effect (aka parallax) to the terrain material.
bool useSideProjection
Makes that terrain material project along the sides of steep slopes instead of projected downwards.