Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/detail-inputs.md
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| <strong>Property</strong> | <strong>Description</strong> |
| -------------------------------- | ------------------------------------------------------------ |
| <strong>Detail Map</strong> | Specifies a <a href="Glossary.md#channel-packing">channel-packed Texture</a> that HDRP uses to add micro details into the Material. The Detail Map uses the following channel settings:<br />&#8226; <strong>Red</strong>: Stores the grey scale as albedo.<br />&#8226; <strong>Green</strong>: Stores the green channel of the detail normal map.<br />&#8226; <strong>Blue</strong>: Stores the detail smoothness.<br />&#8226; <strong>Alpha</strong>: Stores the red channel of the detail normal map.<br />For more information on channel-packed Textures and the detail map, see <a href="Mask-Map-and-Detail-Map.md#detail-map">detail map</a>. |
| <strong>Detail UV Mapping</strong> | Specifies the type of UV map to use for the <strong>Detail Map</strong>. If the Materials <strong>Base UV mapping</strong> property is set to <strong>Planar</strong> or <strong>Triplanar</strong>, the <strong>Detail UV Mapping</strong> is also set to <strong>Planar</strong> or <strong>Triplanar</strong>.<br />The <strong>Detail Map</strong> Texture modifies the appearance of the Material so, by default, HDRP applies the <strong>Tiling</strong> and <strong>Offset</strong> of the <strong>Base UV Map</strong> to the <strong>Detail Map</strong> to synchronize the <strong>Detail Map</strong> and the rest of the Material Textures. HDRP then applies the <strong>Detail Map</strong> <strong>Tiling</strong> and <strong>Offset</strong> properties on top of the <strong>Base Map Tiling</strong> and <strong>Offset</strong>. For example, on a plane, if the <strong>Tiling</strong> for <strong>Base UV Mapping</strong> is 2, and this value is also 2, then the <strong>Detail Map</strong> Texture tiles by 4 on the plane.<br />This workflow allows you to change the <strong>Tiling</strong> of the Texture on the Material, without having to set the <strong>Tiling</strong> of the <strong>Detail UV</strong> too.<br />To separate the <strong>Detail UV Map</strong> from the <strong>Base UV Map</strong> to set it independently, disable the <strong>Lock to Base Tiling/Offset</strong> checkbox. |
| <strong>- Lock to Base Tiling/Offset</strong> | Indicates whether the <strong>Base UV Map</strong>s <strong>Tiling</strong> and <strong>Offset</strong> properties affect the <strong>Detail Map</strong>. When enabled, HDRP multiplies these properties by the <strong>Detail UV Map</strong>s <strong>Tiling</strong> and <strong>Offset</strong> properties respectively. To separate the <strong>Detail UV Map</strong> from the <strong>Base UV Map</strong> to set it independently, disable this checkbox. |
| <strong>Tiling</strong> | The per-axis tile rate for the <strong>Detail Map</strong> UV. HDRP uses the <strong>X</strong> and <strong>Y</strong> values to tile the Texture assigned to the <strong>Detail Map</strong> across the Materials surface, in object space. |
| <strong>Offset</strong> | The per-axis offset for the <strong>Detail Map</strong> UV. HDRP uses the <strong>X</strong> and <strong>Y</strong> values to offset the Texture assigned to the <strong>Detail Map</strong> across the Materials surface, in object space. |
| <strong>Detail Albedo Scale</strong> | Modules the albedo of the detail map (red channel) between 0 and 2. This is an overlay effect. The default value is 1 and applies no scale. |
| <strong>Detail Normal Scale</strong> | Modulates the intensity of the detail normal map (green and alpha channel), between 0 and 2. The default value is 1 and applies no scale. |
| <strong>Detail Smoothness Scale</strong> | Modulate the intensity of the detail smoothness map (blue channel) between 0 and 2. This is an overlay effect. The default value is 1 and applies no scale. |