Terrain Shader

Shader Path: BallisticNG -> Terrain -> Terrain (4 Blend)

The terrain shader is an advanced shader that uses multiple textures and mesh normals to automatically blend between different textures.

It also provides additional options to add color variation and scale UVs by distance to add more random looking collors and reduce noise when looking at the terrain from a distance.

Properties

Name Description
Top The texture to use for terrain surfaces facing up.
Side Upper The texture to use for the upper band of the terrain surfaces facing the side.
Side Lower The texture to use for the lower band of the terrain surfaces facing the side.
Bottom The texture to for terrain surfaces facing down.
Uv Settings Controls UV scaling over a distance. X is the distance where the minimum scale is. Y is the distance where the maximum scale is. Y is the minumum scale. W is the maximum scale.
Floor Min The normal angle where the top texture fades in.
Floor Max The normal angle where the top texture fades out.
Wall Divide Min The height in world space where the lower band texture starts
Wall Divide Max The height in world space where the upper band texture starts.
Color Variation Frequency Frequency of noise that allows you to add color variation.
Color Variation Amount The intensity of the color variation.
Color Variation Tint The tint of the color variation.
Color Variation Min/Max Controls the range where the color variation takes place.
Color The global tint of the terrain.
Fog Color The color of the shaders built in fog.
Fog Distance The distance at which the built in fog will reach its maximum opacity.
Allow Affine Mapping Whether affine mapping should be enabled on this material.
Affine Blend How intense the affine mapping is.