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DocumentationReferenceLayers→Layer Types


The layer type defines how the layer looks, be it a color, a cubemap or a procedurally generated texture.
Basic Types
Color
Just a plain color.
Color - The color.

Note: The mapping does not matter for this type.
Previous
The current color, defined by the previous layers.

Note: This allows you to alter all the layers above. Currently you are unable to blur or pixelate previous layers.
Literal
The mapping's value.

Note: - This uses the mapping's value. For example, with UVs the red is the X (0-1), and the Y is the green (0-1).
Resource Types
Texture
A 2D texture.
Texture - The texture.
Cubemap
A 3D cubemap, used commonly for reflections.
Cubemap - The cubemap.
Vertex Colors
The vertex colors.

Note: The mapping does not matter for this type.
Note: You can assign vertex colors within your 3d modelling program. The image to the side has a model whose vertex colors are baked AO.
Data
Various bits of data that could be useful.
Data - The piece of data chosen (Light Direction, Light Attenuation, Light NdotL, Light Color, View Direction, Parallax Depth, Parallax Shadowing, the Layer Channels (Albedo, Normal etc).)
Mask
Displays an RGBA mask created in the Masks tab.
Mask - The mask to display (RGBA masks only).

Note: The mapping does not matter for this type.
Note: The image to the side is displaying a mask that contains a texture type layer.
Procedural Types
Cloud
Procedurally generated blocky noise. Kind of slow and looks the worst, not recommended unless a specific effect is needed.
Dimensions - The number of dimensions the noise occupies (important when using 3D mapping types or when offsetting the Z map).
Perlin
Perlin Noise, smoothly flowing and non repeating.
Dimensions - The number of dimensions the noise occupies (important when using 3D mapping types or when offsetting the Z map).
Cell
Cell based noise, can be used to create interested cellular or gridular effects.
Dimensions - The number of dimensions the noise occupies (important when using 3D mapping types or when offsetting the Z map).
Jitter - The amount the cells can be offset and warped.
Cubist
One of the stranger noise types, Cubist noise creates sharp corners and a discontinous look.
Dimensions - The number of dimensions the noise occupies (important when using 3D mapping types or when offsetting the Z map).
Fill/Edge - The weights used to determine how skinny or large the bright parts are.
Dot
Procedurally generated dots.
Dimensions - The number of dimensions the noise occupies (important when using 3D mapping types or when offsetting the Z map).
Min/Max Size - The minimum and maximum size of the dots.
Square - Whether the dots are square or circular.
Gradient
An interpolation between two colors across the mapping.
Color A/B - The colors to be interpolated/blended together.
Screen Types
Grab
Let's you access the Grab Pass, a pass that captures the screen, executing just before the rendering of the object with this shader.

Note: in general you'll want to use the View mapping type to project the screen's image back onto the screen.
Depth
Let's you access the Depth Pass, a pass that captures the distance of the pixels on the screen from the camera.

Note: in general you'll want to use the View mapping type to project the screen's image back onto the screen.
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