Render Material Functions
All of the Render Material functions and their uses.
Last updated
All of the Render Material functions and their uses.
Last updated
This function is used to provide proper world-space normals and world position offsets for rendering. World Normal is a higher detail replacement for Vertex Normal, and needs to be plugged into the Normal pin on the Material Attributes. World Position Offset must be plugged into the World Position offset pin on the Material Attributes.
Used for texturing terrain without stretching along slopes or texturing inaccuracies. This uses a Texture 2D Array as the texture input, which will sample 1 texture at most per pixel. This allows for many textures to be used without sampling multiple times.
Used for texturing terrain without stretching along slopes or texturing inaccuracies. This uses a Texture 2D Object as the texture input.
DitherLerp is an alternative to Lerp. This uses branching and dithering as a means of linearly interpolating between two values. This is useful when using texture arrays with indexing, because it can dither two values, making harsh transitions more blended.
This is used to flatten normals, making terrain details less prominent. This is planet specific, as the built in Flatten Normal function does not work on planets.
This used as a replacement of World Position, used for high precision.
A slope blend function, which outputs a slope value, used to Lerp between the sides and top of terrain. Angle is the steepness of the transition. Contrast controls the sharpness of the transition.
This can be used to sample curves from a Curve Atlas without artifacts or banding.