SgtLandscapeDetail
This component modifies the height of your planet, either around the whole planet, or to a specific region.
Space
Where should the detail be applied?
Global = The whole landscape. Local = A small section of the landscape defined by the Transform component's position, rotation, and scale.
SurfaceScale
The HeightRange and GlobalSize settings will be multiplied by this amount.
Useful if you're changing your planet size and want your detail to match.
Mask
Should this layer of detail be masked?
MaskIndex
The mask texture used by this component.
MaskInvert
This allows you to invert the mask.
MaskSharpness
This allows you to set how sharp or smooth the mask transition is.
MaskGlobalShift
This allows you to offset the mask based on the topology.
MaskDetail
This allows you to enhance the detail around the edges of the mask.
MaskDetailIndex
This allows you to specify which detail texture will be used.
MaskDetailTiling
This allows you to adjust the mask detail texture tiling.
MaskDetailOffset
This allows you to set the maximum amount the mask can be shifted based on the MaskDetail texture in UV space.
HeightIndex
This allows you to specify which height texture the detail uses.
HeightMidpoint
This allows you to define where in the heightmap the height is 0.
For example, if you want this heightmap to go down into the existing terrain, then you must increase this to where the ground is supposed to be flat.
HeightRange
This allows you to define the difference in height between the lowest and highest points.
Strata
This allows you to adjust how deep the heightmap penetrates into the terrain texture when it gets colored.
GlobalSize
(Shown only when space is set to Global)
This allows you to specify the size of this layer of detail, which is used to calculate the tiling.
LocalTiling
(Shown only when space is set to Local)
The detail will be tiled this many times around the landscape.
Displace
If you enable this, then this heightmap will modify the actual mesh geometry height values.
If not, it will just be a visual effect like a normal map.
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