The Texture Clustering module for MicroSplat adds Texture Clustering, a procedural technique allowing for up to 96 textures on a Unity Terrain, to the MicroSplat framework.
While Unity Terrain is limited to 32 control textures, Texture Clustering turns each control texture into 3 textures which are height blended together and varied by noise. This creates a complex and procedural surface which doesn't show tiling artifacts, and can have more variation than a standard texture. You can also use 3 smaller textures instead of one larger one, increasing quality and saving memory at the same time.
The new Stochastic mode allows for a texture cluster look without needing additional textures. While using multiple textures can produce a superior look, this mode doesn't require the extra memory or authoring of textures- simply turn it on and it will generate variations on your texture in the shader
When multiple textures are clustered, easily control the noise function with a small texture, and control the blending between the clustered textures separately from the main blending. Per Texture controls are available for each control texture, allowing you to fully parameterize each cluster to get the maximum quality.
Don't be limited to repeating textures, use texture clusters to make complex surfaces which never repeat, or create greater variety across your terrain by blowing past the 32 texture limit in Unity
MicroSplat的Texture Clustering模块在MicroSplat框架中增加了Texture Clustering,这是一种程序性技术,允许在一个Unity Terrain上有多达96个纹理,。
当Unity Terrain被限制在32个控制纹理时,Texture Clustering将每个控制纹理变成3个纹理,这些纹理的高度被混合在一起,并通过噪声变化。这创造了一个复杂的程序性表面,不会出现平铺伪影,而且可以比标准纹理有更多的变化。你还可以使用3个较小的纹理,而不是一个较大的纹理,在提高质量的同时节省内存。
新的随机模式允许纹理集群的外观,而不需要额外的纹理。虽然使用多个纹理可以产生一个卓越的外观,但这种模式不需要额外的内存或编写纹理--只需打开它,它将在着色器中生成你的纹理的变化。
当多个纹理聚集在一起时,可以用一个小的纹理轻松地控制噪声功能,并控制聚集的纹理之间的混合与主混合分开。每个纹理控制都可以用于每个控制纹理,允许你完全参数化每个集群以获得最大的质量。
不要局限于重复的纹理,使用纹理集群来制作复杂的表面,这些表面永远不会重复,或者通过突破Unity中32个纹理的限制,在你的地形上创造更大的多样性。
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