
- #Unity terrain alpha map texture edge blending how to#
- #Unity terrain alpha map texture edge blending code#

#Unity terrain alpha map texture edge blending how to#
See Custom Lighting Models page for how to write your own. Built-in ones are physically based Standard and StandardSpecular, as well as simple non-physically based Lambert (diffuse) and BlinnPhong (specular). Input should contain any texture coordinates and extra automatic variables needed by surface function. The function should have the form of void surf (Input IN, inout SurfaceOutput o), where Input is a structure you have defined.

See Surface Shader Examples, Surface Shader Custom Lighting Examples and Surface Shader Tessellation pages. Built-in Standard and StandardSpecular lighting models (see below) use these output structures respectively: struct SurfaceOutputStandardįixed3 Albedo // base (diffuse or specular) color In Unity 5, surface shaders can also use physically based lighting models. Half Specular // specular power in 0.1 range Standard output structure of surface shaders is this: struct SurfaceOutputįixed3 Normal // tangent space normal, if written Surface Shader compiler then figures out what inputs are needed, what outputs are filled and so on, and generates actual vertex&pixel shaders, as well as rendering passes to handle forward and deferred rendering. SurfaceOutput basically describes properties of the surface (it’s albedo color, normal, emission, specularity etc.). You define a “surface function” that takes any UVs or data you need as input, and fills in output structure SurfaceOutput.

#Unity terrain alpha map texture edge blending code#
Surface Shaders is a code generation approach that makes it much easier to write lit shaders than using low level vertex/pixel shader programs.įor some examples, take a look at Surface Shader Examples and Surface Shader Custom Lighting Examples. More info See in Glossary paths (forward and deferred rendering), and the shader should somehow handle all that complexity.

By default, the main camera in Unity renders its view to the screen. There are different light types, different shadow options, different rendering The process of drawing graphics to the screen (or to a render texture). Writing shaders that interact with lighting is complex. Render pipeline compatibility Feature nameįor a streamlined way of creating Shader objects in URP, see Shader Graph.įor a streamlined way of creating Shader objects in HDRP, see Shader Graph. More info See in Glossary are a streamlined way of writing shaders that interact with lighting. In the Built-in Render Pipelne, Surface Shaders A program that runs on the GPU.
