3.8 KiB
3.8 KiB
| Property | Description |
|---|---|
| Layer Count | Use the slider to set the number of layers this Material uses. You can set up to four layers. |
| Layer Mask | Assign a Texture to the field to manage the visibility of each layer. If you do not assign a Texture, the Material uses the maximum value for every channel. • Alpha channel for the Main Layer. • Red channel for Layer 1. • Green channel for Layer 2. • Blue channel for Layer |
| BlendMask UV Mapping | Use the drop-down to select the type of UV mapping that HDRP uses to map the Layer Mask. • Unity manages four UV channels for a vertex: UV0, UV1, UV2, and UV3. • Planar: A planar projection from top to bottom. • Triplanar: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
| World Scale | Set the world-space size of the Texture in meters. If you set this to 1, then HDRP maps the Texture to 1 meter in world space.If you set this to 2, then HDRP maps the Texture to 0.5 meters in world space.This property only appears when you select Planar or Triplanar from the BlendMask UV Mapping drop-down. |
| Tiling | Set an X and Y tile rate for the Layer Mask UV. HDRP uses the X and Y values to tile the Texture assigned to the Layer Mask across the Material’s surface, in object space. |
| Offset | Set an X and Y offset for the Layer Mask UV. HDRP uses the X and Y values to offset the Texture assigned to the Layer Mask from the Material’s surface, in object space. |
| Vertex Color Mode | Use the drop-down to select the method HDRP uses to combine the Layer Mask to manager layer visibility. • None: Only the Layer Mask affects visibility. HDRP does not combine it with vertex colors. • Multiply: Multiplies the vertex colors from a layer with the corresponding values from the channel in the Layer Mask that represents that layer. The default value for a pixel in the mask is 1. Multiplying the vertex colors of a layer by the Layer Mask reduces the intensity of that layer, unless the value in the Layer Mask is 1. • Add: Remaps vertex color values to between 0 and 1, and then adds them to the corresponding values from the channel in the Layer Mask that represents that layer. Layer Mask values between 0 and 0.5 reduce the effect of that layer, values between 0.5 and 1 increase the effect of that layer. |
| Main Layer Influence | Enable the checkbox to allow the Main Layer to influence the albedo, normal, and height of Layer 1, Layer 2, and Layer 3. You can change the strength of the influence for each layer. |
| Use Height Based Blend | Enable the checkbox to blend the layers with a heightmap. HDRP then evaluates the height of each layer to check whether to display that layer or the layer above. |
| Height Transition | Use the slider to set the transition blend size between the Materials in each layer. |
| Lock Layers 123 Tiling With Object Scale | Enable the checkbox to multiply the Material's tiling rate by the scale of the GameObject. This keeps the appearance of the heightmap consistent when you scale the GameObject. |