Видеоуроки
Interface
Essentials
Advanced
Полезные советы
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров узла
Setting Up Materials
Setting Up Properties
Освещение
Landscape Tool
Sandworm (Experimental)
Использование инструментов редактора для конкретных задач
Extending Editor Functionality
Программирование
Основы
Настройка среды разработки
Примеры использования
UnigineScript
C++
C#
Унифицированный язык шейдеров UUSL
File Formats
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
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
Работа с контентом
Оптимизация контента
Art Samples
Tutorials

decal_terrain_hole_base

A decal_terrain_hole_base material creates holes in Global Terrain and Landscape 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 LODs of the Terrain Global 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.

Notice
World mapping option described below works 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).

Textures#

Textures

Materials editor, Textures tab.

Base Textures#

Mask#

Mask texture defines areas of holes in a terrain object. Only R channel is used:

  • White pixels indicate that the area will be transparent.
  • Black pixels indicate that the area 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 the 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

With the 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: 10.07.2020