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@@ -1,6 +1,7 @@
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MaterialDef AdvancedPBRTerrain {
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MaterialDef AdvancedPBRTerrain {
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MaterialParameters {
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MaterialParameters {
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+ Int BoundDrawBuffer
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Texture2D SunLightExposureMap
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Texture2D SunLightExposureMap
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Boolean UseVertexColorsAsSunIntensity //set true to make the vertex color's R channel how exposed a vertex is to the sun
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Boolean UseVertexColorsAsSunIntensity //set true to make the vertex color's R channel how exposed a vertex is to the sun
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@@ -15,6 +16,13 @@ MaterialDef AdvancedPBRTerrain {
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TextureArray NormalParallaxTextureArray -LINEAR
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TextureArray NormalParallaxTextureArray -LINEAR
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TextureArray MetallicRoughnessAoEiTextureArray -LINEAR
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TextureArray MetallicRoughnessAoEiTextureArray -LINEAR
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+ // Specular-AA
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+ Boolean UseSpecularAA : true
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+ // screen space variance,Use the slider to set the strength of the geometric specular anti-aliasing effect between 0 and 1. Higher values produce a blurrier result with less aliasing.
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+ Float SpecularAASigma
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+ // clamping threshold,Use the slider to set a maximum value for the offset that HDRP subtracts from the smoothness value to reduce artifacts.
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+ Float SpecularAAKappa
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+
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Int AfflictionSplatScale : 8
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Int AfflictionSplatScale : 8
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Float AfflictionRoughnessValue : 1.0
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Float AfflictionRoughnessValue : 1.0
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Float AfflictionMetallicValue : 0.0
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Float AfflictionMetallicValue : 0.0
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