decal_base
A decal_base material creates coverings for decals.
- Materials settings
- mesh_base material states, textures, parameters
Common Material Settings
The decal_base material has some changes in common settings:
- Transparent option is not available for Decals, because decals work only with deferred objects.
- For alpha blending use blend option in States tab.
- Alpha-test decal can't be rendered in separate buffers, it overwrite all the materials under the decal. It is pretty fast and can be used for roads, for example.
- Render order option allows you to specify the order of decals.
See Also
- Samples located in decals folder.
States
Detail States
Detail activates a set of textures (albedo, normal, shading) to form a material layer. It is applied for bringing detalization to the decal material.
Use Alpha for Blending
Use alpha for blending option indicates whether to use the alpha channel of the detail texture for blending.
3D texture
Use alpha for blending option indicates whether to use 3D texture for the decal.
Blending
Available options are:
- Alpha Blend - blending depends on the alpha channel of the base albedo texture.
- Overlay - depending on the base albedo texture color, the base and detail textures colors are either multiplied (for dark color pixels) or screened (for light color pixels), which leads to the contrast increase while preserving highlights and shadows. Grey pixels are not effected at all. The blending is applied to the first UV coordinates of the mesh.
- Multiply - the base albedo texture color is multiplied by the detail texture color, resulting in darker colors. White pixels are not effected at all. The blending is applied to the first UV coordinates of the mesh.
Options
Water Decal
In case of enabling the Water Decal option, decals are projected only on the top of the water surface. When the option is disabled, decals are displayed on the meshes overwater and underwater.
Water Decal option is disabled
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Water Decal option is enabled
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Distance Fade
Distance Fade enables smooth fading depending on the distance to the surface where decal is projected. It activates Distance threshold and Distance power
Angle Fade
When you enable Angle Fade option, the angle of the surface will have influence of the decal projection. Enabling this option activates Angle threshold and Angle power parameters that allow to modify the angle where the decal shouldn't be projected.
The angle threshold allows you to increase the slope for projecting overlap material. It can even be rendered on surfaces that face downwards.
Normal Substitute
Normal substitute specifies a rendering mode for normals. By default, normal maps of a base and overlapping material are combined together. with this option enabled, only normals of the overlapping material are used
Normal substitute off
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Normal substitute on
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Specular Map
Microfiber Map
The state defines whether to use the A channel of the Shading texture as a microfiber texture.
Screen Projection
Enables Screen Projection of the decal instead of projecting it onto a surface.
Parallax
Enables Parallax states used for providing a convex relief based on a parallax (height) texture.
Detail
Enables Detail states used for bringing detalization to the decal material.
Parallax States
Parallax mapping enables the parallax effect that provides a convex relief based on a parallax (height) texture.
Shadow
Apply the parallax shadow effect.
Cutout
Apply the cutout effect that provides smooth edges between the opaque and transparent areas.
UV Mapping
Base
Base option specifies which UV coordinates of the mesh will be used for base textures.
- UV - map the texture using the UV coordinates of the mesh.
- World - map the texture using world transformation (the texture is always projected atop).
- Triplanar - map the texture without using UV coordinates of the mesh (textures are projected by using triplanar mapping).
Detail
Base option specifies which UV coordinates of the mesh will be used for detail textures.
- UV - map the texture using the UV coordinates of the mesh.
- World - map the texture using world transformation (the texture is always projected atop).
- Triplanar - map the texture without using UV coordinates of the mesh (textures are projected by using triplanar mapping).
Textures
Availability of some textures depends on the set States values.
Base Textures
Albedo
Albedo texture indicates the main color of the decal.
Albedo texture applied
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Albedo texture applied (another angle view)
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Normal
Normal texture stores height information required to achieve an effect of Normal Mapping
Normal texture applied
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Normal texture applied (another angle view)
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Shading
Shading texture is a container for four different textures:
- The R channel stores a metalness texture.
- The G channel stores a roughness texture.
- The B channel stores a specular texture.
- The A channel stores a microfiber texture.
Metalness
Metalness texture stores information about material's metalness:
- White pixels indicate that material is metal.
- Black pixels indicate that material is dielectric.
Roughness
Roughness texture stores information about material's roughness:
- White pixels indicate that material is rough.
- Black pixels indicate that material is smooth.
Specular
Specular texture stores the light reflectance information. It defines shininess and a highlight color of the surface.
Specular texture applied
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Specular texture applied (another angle view)
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Microfiber
Microfiber texture creates an effect of napped surface.
Microfiber texture applied
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Microfiber texture applied (another angle view)
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Detail Textures
An additional set of the textures to form a material layer. The set contains all the textures from Base textures group.
Parallax Texture
An additional texture to form a parallax effect.
Parameters
All of the parameters have set default values, which can be replaced by your own ones. Availability of some parameters depends on the set States field values.
Transform
Base Parameters
Albedo
Albedo is a multiplier of the base color of the surface provided by the albedo texture.
Metalness
Albedo is a multiplier of metalness.
Roughness
Roughness is a multiplier of the roughness of a surface.
Specular
Specular is a multiplier for the intensity of highlight provided by the specular texture.
Microfiber
Microfiber is a coefficient to scale the intensity of the microfiber (provided by a microfiber texture). The higher the value, the higher the microfiber texture effect is.
Normal Intensity
Normal Intensity is an intensity of the relief of the normal texture.
Translucency
Translucent parameter is a scale of the translucency effect, which permits light to pass through the object, but diffuses it so objects on the opposite side are not clearly visible.
UV Transform
Base textures coordinates transformation.
Material Mask
Material mask - a decal bit-mask. If the material mask of the decal material matches the surface material, the decal will be projected.
Visibility Parameters
Visibility parameters indicates the influence of different shading effects over the material on which the decal is projected.
Albedo Visibility
Albedo Visibility - a parameter that specifies the influence of the albedo of the decal over the surface material.
Metalness Visibility
Metalness Visibility - a parameter that specifies the influence of the metalness texture of the decal over surface material.
Roughness Visibility
Roughness Visibility - a parameter that specifies the influence of the roughness of the decal over the surface material.
Normal Visibility
Normal Visibility - a parameter that specifies the influence of the normal texture over the surface material.
Detail Textures Parameters
A set of the shading parameters for detail material textures:
Albedo
Albedo - is a multiplier of the detail color of the surface provided by the detail albedo texture similar to the base texture Albedo parameter.
Metalness
Metalness - a parameter modifying the size of the highlight of the detail texture similar to the base texture Metalness parameter.
Roughness
Roughness - a parameter modifying the size of the highlight of the detail texture similar to the base texture Roughness parameter.
Specular
Specular - is a color picker to choose the auxiliary specular color for the detail specular texture similar to the base texture Specular parameter.
Microfiber
Microfiber - is a color picker to choose the auxiliary microfiber color for the detail microfiber texture similar to the base texture Microfiber parameter.
Albedo Visibility
Albedo Visible - a parameter that specifies the influence of the detail texture albedo over the base texture albedo.
Metalness Visibility
Metalness Visible - a parameter that specifies the influence of the detail texture metalness over the base texture metalness.
Roughness Visibility
Roughness Visible - a parameter that specifies the influence of the detail texture roughness over the base texture roughness.
Specular Visibility
Specular Visible - a parameter that specifies the influence of the detail texture specular over the base texture specular.
Microfiber Visibility
Microfiber Visible - a parameter that specifies the influence of the detail microfiber texture over the base texture.
Normal Visibility
Normal Visible - a parameter that specifies the influence of the detail normal texture over the base texture.
Fade Parameters
Distance Threshold
Distance Threshold is a coefficient to scale a threshold fade for projected overlap materials. The higher the value, the bigger area is rendered.
Fade threshold =0
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Fade threshold =1
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Fade threshold =2
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Distance Power
Distance Power a coefficient that shows the converse intensity of decal depending on the distance. The lower the power value, the bigger area is rendered.
Fade power =0
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Fade power =1
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Fade power =2
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Angle Threshold
Angle threshold is a threshold angle value. A coefficient to scale a threshold angle for projected overlap materials. The lower the value, the bigger area is rendered.
Angle Power
Angle Power - Angle fade power, indicates the intensity depending on the angle.
Parallax Parameters
Height
Height is a coefficient to scale the power of the parallax texture displacements. The higher the value, the bigger the normals are.
Min Layers
Min layers parameter specifies the minimum step of the parallax mapping.
Max Layers
Max layers parameter specifies the maximum step of the parallax mapping.
Noise
Noise parameter specifies the size of the noise used for parallax mapping. The higher the value, the less visible the layers.
Cutout UV Transform
Cutout UV Transform parameter specifies parallax texture coordinates transformation:
- (X, Y) - scale
- (Z, W) - offset.
Parallax Shadow Parameters
Min Layers
Min layers parameter specifies the minimum step of the parallax shadows.
Max Layers
Max layers parameter specifies the maximum step of the parallax shadows.
Noise
Noise parameter specifies the size of the noise used for parallax shadows. The higher the value, the less visible are the shadow layers.
Intensity
Intensity parameter specifies the intensity of shadows provided by the parallax effect.
Softness
Softness parameter specifies the softness of shadows provided by the parallax effect.
Visibility
Visibility parameter specifies the visibility scale for parallax shadows.
Visibility Angle
Visibility Angle parameter controls angle-dependent visibility for parallax shadows.
Visibility Angle Threshold
Visibility Angle Threshold parameter specifies a coefficient to scale a threshold angle for parallax shadows.