This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
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。

terrain_base

A terrain_base material is a default material for terrains. Via this material you can manage rendering passes and common look of the terrain. All of the textures are set via the Nodes tab (see the Terrain Materials article for details).

States

Rendering passes and options available for the material.

States

Material Editor, States tab.

Passes

Specify if the material is rendered during the following rendering passes:

Options

  • Ambient light - disable a world light pass if an ambient pass is enabled

Parameters

Parameters

Material Editor, Parameters tab.

Ambient

Environment texture parameters:

Shading

Last update: 2017-07-03
Build: ()