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.
The shader uses exactly the same calculations as the old shaders to blend between maps. It replaces the Albedo alpha channels with roughness masks. And makes use of the new formats for mix spec maps and offers normal map blending functions.
This page gives technical definitions. For usage guide see: PBR - Using Terrain Shader
L2IBLTERRAINLEGACY
Please note UV_A, UV_B, UV_C or UV_D refers to as specified in the gTexture slot in 3ds Max. There is a full explanation of this here.
Drop down options as follows:
Enable the use of a Baked Shadow Map.
This dialogue allows the scaling of the selected UV for any maps present.
This section allows the adjustment of final output of the material.
This allows you to set the intensity of the normal map on a per albedo basis.
Here you can configure what blend of Normal A and Normal B is used for each albedo map when using Layer modes.
Allows you to scale the strength of pattern map effect.
On the old Blended shader albedo alpha maps were used as a mask for the pattern effect. With the new shader we have a single per albedo constant only. The pattern map has two alternative channels, and this allows you to use a blend of the two on a per albedo basis.
Configure the Power (how broad or refined the effect is) and Strength of the Translucency effect as well as setup scalars on a per albedo map basis.
Configure the colours used when debug blending is enabled.
Name | UV | Type | Default File Types | Description |
---|---|---|---|---|
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
|
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. |