Unigine.TerrainGlobalDetail Class
This class is used to manage details of the global terrain object.
TerrainGlobalDetail Class
Properties
float DisplacementOffset#
The displacement offset. this parameter controls the direction of displacement (inward or outward).
float Displacement#
The scale of displacement mapping according to the height texture.
float NormalScale#
The intensity scale of the detail normal texture.
float RoughnessScale#
The intensity scale of the detail roughness texture.
float AlbedoScale#
The intensity scale of the detail albedo texture.
float Roughness#
The roughness value multiplier for the detail.
vec4 AlbedoColor#
The current albedo color multiplier for the detail.
string HeightTextureName#
The path to the height texture of the detail.
string NormalTextureName#
The path to the normal texture of the detail.
string RoughnessTextureName#
The path to the roughness texture of the detail.
string AlbedoTextureName#
The path to the albedo texture of the detail.
float MaskContrast#
The contrast of the detail mask.
float MaskWidth#
The width of blending of detail's height texture. Higher values provide wider areas. Blending is performed according to the detail's mask.
float MaskThreshold#
The threshold that controls smoothness of blending of detail's height texture. Higher values provide smoother results. Blending is performed according to the detail's mask.
float BlendTriplanar#
The threshold value that controls smoothness of blending between the different projections of triplanar texture mapping.
This parameter is used only when triplanar texture mapping is enabled for the detail.
bool Triplanar#
The A value indicating if triplanar texture mapping is enabled for the detail.
bool Detail#
The value indicating if the detail uses the mask of the parent detail.
bool Overlap#
The A value indicating if overlap mode is enabled for the detail.
float MaxFadeDistance#
The maximum fade-out distance of the detail. over this distance the detail smoothly becomes invisible due to alpha fading. it is counted starting from the maximum visibility distance.
float MinFadeDistance#
The minimum fade-in distance of the detail. over this distance the detail smoothly becomes visible due to alpha fading. it is counted starting from the minimum visibility distance.
float MaxVisibleDistance#
The maximum visibility distance of the detail. it is the distance, starting from which the detail begins to fade out until it becomes completely invisible.
float MinVisibleDistance#
The minimum visibility distance of the detail. it is the distance, starting from which the detail begins to fade in until it becomes completely visible.
float MaxFadeHeight#
The fade out height range for the detail mask. over this height range above the maximum height value the detail mask will fade out until it is completely invisible. This parameter is used to modulate the detail mask by height.
float MinFadeHeight#
The fade in height range for the detail mask. over this height range below the minimum height value the detail mask will fade in until it is completely visible. This parameter is used to modulate the detail mask by height.
float MaxVisibleHeight#
The Sets the maximum height value for the detail mask, starting from which the detail begins to fade out until it becomes completely invisible. This parameter is used to modulate the detail mask by height.
float MinVisibleHeight#
The minimum height value for the detail mask, starting from which the detail begins to fade in until it becomes completely visible. This parameter is used to modulate the detail mask by height.
vec4 Transform#
The current transformation parameters of the detail.
vec4 MaskColor#
The color of the detail mask.
int MaskNumber#
The index of the mask used by the detail.
bool Enabled#
The A value indicating if the detail is enabled.
string Name#
The name of the detail.
Members
Last update:
2021-02-17
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)