49 lines
1.5 KiB
Markdown
49 lines
1.5 KiB
Markdown
# TerrainHLOD
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TerrainHLOD takes a Terrain as input and converts it to a HLOD Mesh.
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## Common
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**Source**: Set the source TerrainData to generate the HLOD.
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**Destroy terrain**: The original terrain will be deleted on build when you check this.
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It is deleted only the Terrain when using same TerrainData on same scene.
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**Chunk Size**: Sets the size of the terminal node in HLOD. Nodes are
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split into quadtrees until they are smaller than this value at full
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size.
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**Border Vertex Count**: For each side of a terminal node terrain
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patch, we allocate this number of regularly spaced vertices. As we
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combine terrain patch for lower LOD levels, although we can simplify
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and reduce vertex count for inner vertices, we must preserve vertices
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at the edge to avoid seams. So for example if we have 3 LOD levels and
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Border Vertex Count is 256, terminal node have 256
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## Simplifier
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See section [Simplifier](Simplifier.md).
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## Material
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Set up the material to be used for the baked TerrainHLODMesh. Note
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that we bake the Splat System into single textures for our
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TerrainHLODMesh material.
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**Material:** Specifies the Material to be used for the
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TerrainHLODMesh.
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**Size:** Specifies the size at which the texture will be baked.
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**Texture properties:** We'll bake 3 textures for the material:
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Albedo, Normal, and Mask. Mask texture's R and G channel contains
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roughness and specular parameter. This property decides which material
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property these textures are set to.
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## Streaming
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See section [Streaming](Streaming.md). |