Terrain To Mesh
  • Terrain To Mesh
  • Quick Start
  • Editor Window Settings
    • Mesh
    • Material
    • Objects
    • Save
  • Update Splatmap Shader
  • Run-time API
    • TerrainToMesh
      • ExportMesh
      • ExportTerrainLayers
      • ExportSplatmapMaterial
      • ExportSplatmapTextures
      • HasHoles
      • ExportHolesmapTexture
      • ExportBasemapDiffuseTexture
      • ExportBasemapNormalTexture
      • ExportBasemapMaskTexture
      • ExportBasemapOcclusionTexture
      • ExportGrassTextures
      • ExportGrassAtlasTexture
      • HasPrototypes
      • CountPrototypes
      • ExportPrototypes
    • TerrainToMeshUtilities
      • GenerateGrassMesh
      • GenerateEdgeFallTexture
      • ConvertMeshToOBJ
      • ConvertMeshToOBJAndSaveToFile
      • ConvertMeshToOBJAndAppendToFile
      • GetDefaultMaterial
      • GetDefaultShader
      • GetDefaultShaderProperty
      • SetupDefaultMaterial
      • SetupAlphaCutoutForDefaultMaterial
      • ConvertPrototypesToTreeGameObjects
      • ConvertPrototypesToGrassGameObjects
      • ConvertPrototypesToGrassMeshes
      • ConvertPrototypesToDetailMeshGameObjects
      • ConvertPrototypesToDetailMeshes
      • CalculateExportedMeshVertexCount
      • SetMeshPivotPoint
    • TerrainToMeshEdgeFall
    • TerrainToMeshPrototype
    • TerrainToMeshConversionDetails
  • Help & Contact
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PreviousGetDefaultShaderNextSetupDefaultMaterial

Last updated 1 month ago

Get Default Shader Property

string GetDefaultShaderProperty(TerrainToMeshEnum.ShaderProperty shaderProperty)

Returns names of the shader properties used by the default material. This method can be useful when manually settings up material with textures using method.

TerrainToMeshEnum.ShaderProperty

DiffuseMap

NormalMap

MetallicSmoothnessMaskMap

OcclusionMap

//Example of exporting Basemap textures from terrain and creating material

//Exporting Basemap Diffuse texture
Texture2D diffuseMap = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(...);

//Exporting Basemap Normal texture
Texture2D normalMap = terrainData.TerrainToMesh().ExportBasemapNormalTexture(...);


//Creating defaul material
Material material = Instantiate(TerrainToMeshUtilities.GetDefaultMaterial());

//Assigning diffuse map to the material
string basemapPropName = TerrainToMeshUtilities.GetDefaultShaderProperty(TerrainToMeshEnum.ShaderProperty.DiffuseMap);
material.SetTexture(basemapPropName, diffuseMap);

//Assigning normal map to the material
string normalmapPropName = TerrainToMeshUtilities.GetDefaultShaderProperty(TerrainToMeshEnum.ShaderProperty.NormalMap);
material.SetTexture(normalmapPropName, normalMap);

Material.SetTexture