The layer type defines how the layer looks, be it a color, a cubemap or a procedurally generated texture. |
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). |
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Resource Types | |||
Texture A 2D texture. Texture - The texture. | |||
Cubemap A 3D cubemap, used commonly for reflections. Cubemap - The cubemap. |
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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. |
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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). |
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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. |
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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. |
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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. |