Shader Settings
Layer Settings
Settings From Left to Right
Select
Select layer(s) in order to do things to multiple layers at once
Layer Icon/Interaction
Shows the active asset or that is a Group layer. Clicking the icon will do the following depending up on the layer type:
- Texture/Procedural Layer: Change the active asset even switching between texture and procedural shader.
- Group Layer: Enter into the group in order to edit the child layers
Layer Name
The editable name of the layer. Double-Click on the name to edit.
Layer Asset Name
The active asset on that layer as the icon isn't always obvious.
Preview Layer
Clicking this button will limit displaying only the layers up to this point. Alt-Click in order to solo just this layer.
Layer Visibility
Hide this layer.
Texture Settings
Quality Level
Easily change the resolution of the active texture
Use Proxy
Use a different resolution (quality level) in the viewport than when rendering
Render Quality Level
The resolution (quality level) to use when rendering
Mixing
How this layer will be applied to the layers below
Opacity
Vary the transparency of this layer
Scale
The size of texture. By default the textures are meant to be 1mx1m but that's not always what the artist wants!
Displacement
The displacement height of this layer
Specular
Amount to apply of specular map
Roughness
Amount to apply the roughness map
Normal
Strength of the normal mapping effect
Transform
Location
Translate this layer
Rotation
Rotate this layer
Scale (per Axis)
Scale the individual axes
Anti-Tile
Use Anti-Tile
Remove the repetitious nature of putting 1000s of the same texture next to each other.
Use Voronoi
Use a voronoi like texture for the anti-tiling
Edge Blur Amount
Blur the cell edges
Seed
Randomize the anti-tile cells
Cell Size
Size of the celss
Location Randomize Minimum
The lowest value for each axes to offset
Location Randomize Maximum
The highest value for each axes to offset
Rotation Randomize Minimum
The least to randomly rotate
Rotation Randomize Maximum
The most to randomly rotate
Scale Randomize Minimum
The smallest to randomly scale
Scale Randomize Maximum
The largest to randomly scale
Material Settings
Normal Strength
Strength of the normal mapping effect
Details Strength
Strength of the bump mapping effect
Details Depth
Multiplier for the height value to control the overall distance of the details
Displacement Midlevel
Neutral displacement value that causes no displacement
Displacement Scale
Vary the amount of displacement
Terrain Detail Map
Apply a normal or bump map to the entire terrain. Useful if you are using a non-True-Terrain terrain with a height map and want to use the normal/bump/displacement map for extra detail in the shader.
Detail Map
The normal/bump/displacement map to use for the entire terrain
Detail Type
Choose between normal or bump (black and white, could technically also be displacement)
UV Source
From where to grab the UV Map. If using a geometry nodes create object you will want/need to choose `Attribute` and select the stored UVs attribute.
UV Map
The the UV Layer of the mesh to use for mapping the terrain detail map onto the mesh.
UV Attribute
The the attribute of the mesh or geometry nodes that has stored UV values to use for mapping the terrain detail map onto the mesh.
Location
Translate the terrain detail map
Rotation
Rotate the terrain detail map
Scale
Resize the terrain detail map