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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。
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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: 2024-04-19
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