Vixen
02b45cc4
csharp
public enum TerrainLayerBlend

How a paint layer's texels combine with the layers under it.

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Remarks

⚠ A different axis from TerrainBlend, and the design calls both of them "blend mode". TerrainBlend is a storage question — whether the layer takes part in the sum-to-one budget — and this is a shading one: given the weight the storage produced, how does the material combine this layer's albedo with the rest. A layer can be weight-blended in storage and height-blended in shading, and the common case is exactly that.

The three are [docs/plan/31 § D6]'s, and they are Unity's names because they are the ones an artist already knows.

Fields and properties (3)

  • Weight

    The weight is the mix. Linear, and what a ground layer wants.

  • Height

    The layer's own height map biases the mix, so gravel shows through mud in its cracks.

  • Alpha

    The layer's alpha channel gates it, so a decal-like layer can have holes.

Used by (8)

  • TerrainLayerDescriptionVixen.Terrain
  • TerrainSplatTestsVixen.Rendering.Terrain.Tests
  • TerrainStoreVixen.Terrain
  • TerrainWeightmapTestsVixen.Terrain.Tests
  • Describes_Vixen_Editor_Terrain_TerrainLayerSettingsVixen.Editor.Terrain
  • SculptSessionTestsVixen.Editor.Terrain.Tests
  • TerrainLayerSettingsVixen.Editor.Terrain
  • TerrainPaintModeTestsVixen.Editor.Terrain.Tests