mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Merge pull request #3389 from skyace65/DetailTexture
Add information on detail section of spatial material
This commit is contained in:
@@ -462,6 +462,38 @@ UV or triplanar modes, many interesting textures can be achieved.
|
||||
|
||||
.. image:: img/spatial_material24.png
|
||||
|
||||
There are several settings that control how detail is used.
|
||||
|
||||
Mask: The detail mask is a black and white image used to control where the
|
||||
blending takes place on a texture. White is for the detail textures, Black
|
||||
is for the regular material textures, different shades of gray are for
|
||||
partial blending of the material textures and detail textures.
|
||||
|
||||
Blend Mode: These four modes control how the textures are blended together.
|
||||
|
||||
- Mix: Combines pixel values of both textures. At black, only show the material texture,
|
||||
at white, only show the detail texture. Values of gray create a smooth blend between
|
||||
the two.
|
||||
|
||||
- Add: Adds pixel values of one Texture with the other. Unlike mix mode
|
||||
both textures are completely mixed at white parts of a mask and not at gray
|
||||
parts. The original texture is mostly unchanged at black
|
||||
|
||||
- Sub: Subtracts pixel values of one texture with the other. The second
|
||||
texture is completely subtracted at white parts of a mask with only a little
|
||||
subtraction in black parts, gray parts being different levels of subtraction
|
||||
based on the exact texture.
|
||||
|
||||
- Mul: Multiplies the RGB channel numbers for each pixel from the top texture
|
||||
with the values for the corresponding pixel from the bottom texture.
|
||||
|
||||
Albedo: This is where you put an albedo texture you want to blend. If nothing
|
||||
is in this slot it will be interpreted as white by default.
|
||||
|
||||
Normal: This is where you put a normal texture you want to blend. If nothing is
|
||||
in this slot it will be interpreted as a flat normal map. This can still be used
|
||||
even if the material does not have normal map enabled.
|
||||
|
||||
UV1 and UV2
|
||||
~~~~~~~~~~~~
|
||||
|
||||
|
||||
Reference in New Issue
Block a user