This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

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.

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 volumetric projection of the decal following the shape of the mesh.

Screen Projection disabled
Screen Projection enabled

Auxiliary#

Enables Auxiliary rendering pass for the material. Can be used for custom post-effects, such as thermal vision etc. Activates the auxiliary texture and parameter.

Emission#

Enables Emission effect for the material. Activates the emission texture and parameters.

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.

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#

3D Texture 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.

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.

Notice
Triplanar and World mapping options described below work properly only within the distance range of 10000 units from the origin.
  • 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.

Notice
Triplanar and World mapping options described below work properly only within the distance range of 10000 units from the origin.
  • 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)
Notice
Unigine Engine expects a normal map in DirectX format. If your normal map is in OpenGL format, tick Invert G Channel in the import menu. As a general rule, if the lighting seems weird, try inverting the G Channel and see if it gets better.

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 available when a Detail option is enabled.

Parallax Texture#

An additional texture to form a parallax effect.

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

Emission Texture#

An additional texture (3 channels) to store information about a glowing color.

Notice
Emission texture is available when a Emission option is enabled.

Auxiliary Texture#

An additional texture (4 channels) to be used for custom post-effects, such as thermal vision, etc.

Notice
Auxiliary texture is available when a Auxiliary 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.

Emission Parameters#

Materials editor, Parameters tab.

A set of the shading parameters for detail material textures:

Color#

Color is a color picker to choose a color multiplier for the emission texture.

Scale#

Scale is a coefficient to scale emission texture intensity. The higher the value, the lighter and brighter light areas of the emission texture are.

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

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#

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.

Options#

Auxiliary Color#

Auxiliary color parameter

Auxiliary color parameter specifies the constant color for the auxiliary pass. It is a multiplier for the auxiliary texture.

Last update: 16.08.2024
Build: ()