Terrain.Layer Shader

Overview

The Terrain.Layer shader is used for all the terrain materials in order to paint terrain texture layers. When creating even the most simple terrain material, you always need a Diffuse map.

Since the terrain is never flat, you can make your terrain more interesting by using a Bumpmap on it.

Shader Params

Shader Param

Description

Shader Gen Option

Blend Factor

Change the visibility of the blended layer. Heightmap required.

Default (but requires OBM or POM)

Blend Falloff

Change the falloff of blending. Heightmap required.

Default (but requires OBM or POM)

Detail bump scale

See Unified Detail Mapping for more information.

Detail Mapping

Detail diffuse scale

See Unified Detail Mapping for more information.

Detail Mapping

Detail gloss scale

See Unified Detail Mapping for more information.

Detail Mapping

DetailTextureStrength

Sets the amount the Diffuse map, which is your Detail Texture is visible over the Layer Texture.
The higher the value the more you see only your Diffuse map.

Default

Height bias

See Parallax Occlusion Mapping for more information.

Parallax occlusion mapping

Indirect bounce color

See Illum Shader for more information.

Default

OBM Displacement

See Displacement Maps for more information.

Offset bump mapping

POM Displacement

See Parallax Occlusion Mapping for more information.

Parallax occlusion mapping

Self shadow strength

See Parallax Occlusion Mapping for more information.

Parallax occlusion mapping

Shader Gen Params

Shader Gen Param

Description

Environment map

DEPRECATED (3.6) - See Illum Shader for more information.

Specular mask in Diffuse alpha

DEPRECATED (3.6) - See Illum Shader for more information.

Offset bump mapping

See Displacement Maps for more information.

Gloss map in Specular alpha

DEPRECATED (3.6) - See Illum Shader for more information.

Detail mapping

See Unified Detail Mapping for more information.

Parallax occlusion mapping

See Parallax Occlusion Mapping for more information.

Material Settings

By default the Terrain shader has several parameters, most notably for 3.5+ builds is the option to adjust the blending of different terrain layers instead of relying on basic fading between each other.

In order to utilize this you first need to have a height map plugged in with either OBM or POM enabled (depending on which system spec you are using) because the blending will actually use the height map to determine how the materials blend together.

For example if you have pebbles on one material and dirt as another you will likely want the pebbles to accurately stand out from the dirt.

Make sure diffuse texture is high-passed and material diffuse color is set to 255, 255, 255 white. This is required for proper add-signed blending with terrain base color.

Examples

No POM or OBM

Blending

Blend Factor 0Blend Factor 16
Blend Falloff 0Blend Falloff 128
Low vs High Detail Texture StrengthWith and without Detail Bumpmap