This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
UnigineEditor
界面概述
资产工作流程
设置和首选项
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
Sandworm
使用编辑器工具执行特定任务
Extending Editor Functionality
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
Content Optimization
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

decal_terrain_hole_base

A decal_terrain_hole_base material creates holes in Global Terrain and Landscape Terrain using decals.

Prior Knowledge
This article assumes you have prior knowledge of the following topics. Please read them before proceeding:

See Also#

  • Samples located in decals folder.

States#

States

Materials editor, States tab.

Options#

Jitter Transparency#

Jitter transparency enables creating deferred transparency by using jittering. When enabled, a dither pattern is used for transparency imitation.

Jitter Transparency disabled
Jitter Transparency enabled

Only Touched Lods#

Only touched Lods indicates whether the decal cuts out the surface of all LODs of the Terrain Global or of only those ones with which it intersects.

UV Mapping#

Base#

Base option specifies which UV coordinates of the mesh will be used for base texture.

Notice
World mapping option described below works properly only within the distance range of 10000 units from the origin.
  • UV - map the texture using the UV coordinates of the mesh.
  • World - map the texture using world transformation (the texture is always projected atop).

Textures#

Textures

Materials editor, Textures tab.

Base Textures#

Mask#

Mask texture defines areas of holes in a terrain object. Only R channel is used:

  • White pixels indicate that the area will be transparent.
  • Black pixels indicate that the area will be visible.
Mask texture applied
Mask texture

Parameters#

All of the parameters have set default values, which can be replaced by your own ones.

Base Parameters#

Materials editor, Parameters tab.

UV Transform#

Base texture coordinates transformation.

Transparent Multiplier#

Transparent multiplier is a multiplier of mask's colors. The higher the value, the darker pixels of mask are holes.

For this mask texture, results of Transparent multiplier usage with the Jitter Transparency disabled are the following:

Transparent multiplier = 0.5; Transparent pow = 1.0
Transparent multiplier = 1.0; Transparent pow = 1.0
Transparent multiplier = 1.5; Transparent pow = 1.0

With the Jitter Transparency enabled:

Transparent multiplier = 0.5; Transparent pow = 1.0
Transparent multiplier = 1.0; Transparent pow = 1.0
Transparent multiplier = 1.5; Transparent pow = 1.0

Transparent Pow#

Transparent pow is a power of mask's colors. The higher the value, the less contrast the mask.

Transparent pow = 0.01; Transparent multiplier = 1.0
Transparent pow = 1.0; Transparent multiplier = 1.0
Transparent pow = 2.0; Transparent multiplier = 1.0
Last update: 2021-04-29
Build: ()