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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 This version of documentation is OUTDATED, as it describes an older SDK version!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_base

A decal_base material creates coverings for decals.

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

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

States

Materials editor, States tab.

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
Water Decal option is enabled

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
Normal substitute on

Specular Map

The state defines whether to use the B channel of the Shading texture as a specular texture.

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.

Textures

Materials editor, Textures tab.

Base Textures

Albedo

Albedo texture indicates the main color of the decal.

Albedo texture applied
Albedo texture applied (another angle view)

Normal

Normal texture stores height information required to achieve an effect of Normal Mapping

Normal texture applied
Normal texture applied (another angle view)

Shading

Shading texture is a container for four different textures:

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.

Notice
To use this channel, enable the Specular Map state.
Specular texture applied
Specular texture applied (another angle view)
Microfiber

Microfiber texture creates an effect of napped surface.

Notice
To use this channel, enable the Microfiber Map state.
Microfiber texture applied
Microfiber texture applied (another angle view)

Detail Textures

An additional set of the textures to form a material layer. The set contains all the textures from Base textures group.

Notice
Detail textures are present when a Detail option is enabled.

Parallax Texture

An additional texture to form a parallax effect.

Notice
Parallax texture is present when a Parallax option is enabled.

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

Materials editor, Parameters tab.
  • Base - base material coordinates transformation.
  • Detail - detail material coordinates transformation.

Base Parameters

Parameters window.

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

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

Materials editor, Parameters tab.

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

Materials editor, Parameters tab.

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.

Notice
Detail parameters are present if a Detail option is enabled.

Fade Parameters

Materials editor, Parameters tab.

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
Fade threshold =1
Fade threshold =2

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
Fade power =1
Fade power =2

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

Parallax parameters

Parallax 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.

Last update: 2018-04-26
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