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 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. | 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 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. |
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.
No POM or OBM |
---|
Blend Factor 0 | Blend Factor 16 |
---|
Blend Falloff 0 | Blend Falloff 128 |
---|
Low vs High Detail Texture Strength | With and without Detail Bumpmap |
---|