Terrain category - Stingray Shader Node Reference

Terrain category

Description

The nodes in this category are used with the Output > Terrain Base output node.

Nodes

Inputs

vector2

UV

The UV coordinates to sample.

Outputs

Out

vector4

A linear RGBA value that represents the color value stored in the blend mask at the specified UV coordinates.

Options
Address mode

Determines how the sampler treats UV coordinate values that are outside the normal [0..1] range.

  • Clamp: UV coordinate values above 1 are treated as 1, and values below 0 are treated as 0. This mode typically results in the sampled texture being applied to the mesh in one place, with the pixels on the edges of the texture being stretched across the rest of the mesh.
  • Wrap: UV coordinate values above 1 and below -1 have their integer parts discarded and only their fractional parts used. This typically results in the sampled texture being tiled or wrapped across the surface. This also allows you to place a Math > Multiply node before the sample node in order to force the input texture to tile multiple times.
Filter mode

Determines the process used in order to calculate a single final output color value for the pixel being shaded from the pixels in the texture being sampled.

  • Anisotropic: The best quality filtering method, recommended for most cases.
  • Point: Computes the pixel in the texture that most closely matches the coordinates of the pixel being shaded, and returns its color. A fast and efficient method, but likely to cause chunky, jagged or blurred results.
  • Linear: As the Point method, but also blends in the colors of the neighboring texture pixels above, below, and to the sides.
NOTE: To set the options listed above, select this node in the shader graph and open the Property Editor panel in the Stingray Editor.
Pre-requisites
Output nodesThis node can only be used in a shader graph that contains the following output node:

Output > Terrain Base

Node definition in file: core/shader_nodes/terrain_blend_mask.shader_node

Outputs

Out

vector3

The output value or values produced by this node.

Pre-requisites
Output nodesThis node can only be used in a shader graph that contains the following output node:

Output > Terrain Base

Node definition in file: core/shader_nodes/terrain_base_normal.shader_node

Outputs

Out

scalar

The output value or values produced by this node.

Pre-requisites
Output nodesThis node can only be used in a shader graph that contains the following output node:

Output > Terrain Base

Node definition in file: core/shader_nodes/terrain_height.shader_node

Outputs

Out

vector2

The output value or values produced by this node.

Pre-requisites
Output nodesThis node can only be used in a shader graph that contains the following output node:

Output > Terrain Base

Note: This node is considered deprecated, use Vertex Inputs > Texcoord > Texcoord0 node instead.

Node definition in file: core/shader_nodes/terrain_uv.shader_node