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Advanced Texturing Asset

This system allows for multitexturing a mesh, based on a splat map with up to 4 textures. Each splat is normal mapped, and they have the option (at runtime or compile time) of being parallax mapped, relief mapped or parallax occlusion mapped. The level of displacement is set per texture, as is the specular colour. A specular map can be integrated into the diffuse map alpha channel using the tools provided. A full mesh normal map can be integrated with the splat normal maps, and a fallback texture can be provided as well.

As this is not a terrain replacement shader (as the terrain system doesn't seem to play well with complex displacement shaders), a set of tools is provided to export the terrain and the required maps (although not vegetation or trees at this point) for use in this shader.

In short, this system provides:

  • 4 texture multitexturing with normal maps
  • parallax mapping
  • relief mapping
  • parallax occlusion mapping
  • per splat specular and specular colour
  • whole mesh normal map
  • whole mesh fallback texture
  • PS 2.0 fallback(4 mesh multitexture+ whole mesh normal map) that also runs on modern mobile GPUs
  • whole mesh shininess for Beast interaction
  • specular map into alpha of diffuse tool
  • tool for integrating splat heightmaps for displacement mapping
  • built in terrain mesh exporter
  • built in terrain splatmap exporter
  • heightmap exporter for built in terrain to generate whole mesh normal map
  • texture grayscale exporter for simplified displacement map, where displacement map for texture is unavailable
  • a five level quality system




How Tos


advanced_texturing_asset.txt · Last modified: 2012/10/02 09:32 by admin