This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

decal_terrain_hole_base

A decal_terrain_hole_base material creates holes in Global 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 terrain LODs 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.

  • 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 TerrainGlobal object. Only R channel is used:

  • White pixels indicate that the area of a TerrainGlobal object will be transparent.
  • Black pixels indicate that the area of a TerrainGlobal object 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 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

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: 2018-08-10
Build: ()