Documentation→Reference→Layers→Mapping
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The mapping type defines how the shader chooses what parts of the layer are visible on what parts of the object. Each mapping type has sub-settings that appear underneath. |
UV Map Uses the UV Map of the mesh. UV Map - The UV map number to use (up to four supported) |
Reflection Uses the direction light would reflect off the surface. Space - The coordinate space of the reflection (see above) |
Generate Generates using either Tri-Planar mapping (which projects the layer three times across different axis, then blends them based on the direction of the surface - good for procedurally generated objects), or by the angle of the surface to the camera - good for rim lighting. Mode - How to generate the mapping. Inverted - Whether or not to reverse the mapping for Rim mode. |
Direction Uses a direction of the surface. Direction - Whether to use the normal (points out of the surface), the tangent (points in the x-axis of the texture), or the bitangent (points in the y-axis) Space - The coordinate space of the direction (see above) |
Position Uses the position of the surface. Space - The coordinate space of the position (see above) |
View Uses either the position on screen, or the direction of the surface to the screen. Space - Either the coordinate space of the view direction, the screen position, or the screen position in pixel coordinates. Inverted - Whether or not to reverse the direction of the view. |
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