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Configure the colours used when debug blending is enabled.

Textures

Name

UV

Type

Default File Types

Description

albedoRoughAUV_ASRGB (Alpha linear)albaThe 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

Linearpt or mua

With Blend Mode Legacy_Layered or Legacy_Blended

  • This is a linear BC5 map with two overlay patterns.
  • The first in the r channel and the second in the g channel.
  • The two are blended by blue vertex colour

With Blend Mode Legacy_Sat

  • This is a linear rgba BC7 map.
  • There is a multiplication map in rgb, and an overlay pattern in alpha.
  • There are seperate UV options for the RGB (UV_D) and Alpha (UV_C) channels.
  • The multiplication map is always used, and the pattern is blended in by blue vertex colour
mixSpecular

Blended: UV_A

Layered & LayeredSat: Mix of UV_A and UV_C

Linearmx

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.

normalAUV_ALinearnm

NormalMapA and NormalMapB are blended based on the calculated overall value from the weights set in Normal_Blends

normalBUV_BLinearnmNot used in Legacy Blended mode.
shadowMapConfigureable, UV_D by default.Linearaos/splThis is added support to bake shadows into the terrain via a texture map.