The terrain legacy shader offers an easy route into upgrading old assets to PBR shaders. However it should be noted that these shaders offer more or less direct conversions to the blending logic, the newer full IBL Terrain Shader is recommended for use wherever possible.
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This page gives technical definitions. For usage guide see: PBR - Using Terrain Shader
Shader Name
L2IBLTERRAINLEGACY
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Configure the colours used when debug blending is enabled.
Textures
Name | UV | Type | Default File Types | Description |
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albedoRoughA | UV_A | SRGB (Alpha linear) | alba | The first albedo map with a roughness mask in the alpha channel. |
albedoRoughB | Blended: UV_B Layered: UV_B Layered_Sat: UV_A | SRGB (Alpha linear) | alba | The second albedo map with a roughness mask in the alpha channel. This is blended in by Red Vertex Colour on Layer modes. This is blended in by Vertex Alpha on the Blended mode. |
pattern | Blended: UV_C Layered: UV_D LayeredSat: UV_C & UV_D | Linear | pt or mua | With Blend Mode Legacy_Layered or Legacy_Blended
With Blend Mode Legacy_Sat
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mixSpecular | Blended: UV_A Layered & LayeredSat: Mix of UV_A and UV_C | Linear | mx | This is a linear map with a mixmap or height map in the red channel, this is used to blend between albedo maps. There is also also a specular mask in the green channel. The map is sampled at the two sets of UV resolutions and blended with a 60% bias towards the higher scaling. |
albedoRoughC | Layered: UV_C LayeredSat: UV_B | SRGB (Alpha linear) | alba | The third albedo map with a roughness mask in the alpha channel. This is blended in by Green Vertex Colour. This is not used on the Blended mode. |
normalA | UV_A | Linear | nm | NormalMapA and NormalMapB are blended based on the calculated overall value from the weights set in Normal_Blends |
normalB | UV_B | Linear | nm | Not used in Legacy Blended mode. |
shadowMap | Configureable, UV_D by default. | Linear | aos/spl | This is added support to bake shadows into the terrain via a texture map. |