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Ground Texture

The ground texture module will apply a texture to the shadow part of the material.


Mode

Two modes are available for how the texture and the UVs will be interpreted.

Texture

In this mode, the texture is applied as-is to the UV map of the mesh.

Gradient

In this mode, the texture is treated as gradient on its side, from the left to the right of the texture.

The gradient is then projected onto the shadow using the distance from the center as the U coordinate.

GroundLock Mode

When enabled, the texture will be put into world space and will move alongside the world as the mesh moves around.

More information about GroundLock can be found here.

Don't Repeat

When enabled, the texture will be sampled in such a way as to make it no longer repeat. This will change the sampler from the one configured on the texture into a linear clamp one.

Texture

The texture that will be applied to the ground shadow.

By default the texture is sampled using the sampler state that's been configured on the texture itself.

The RGB channel is interpreted as the color. The A channel is interpreted as the alpha mask. The texture RGB is then multiplied with this alpha channel.

By default this is a white texture.

Tint

The tint color. The texture RGBA channels will be multiplied by this tint value.

Texture Options

Contains various tiling/scroll/offset rotation and rotation speed options for transforming the texture.

More information about texture options can be found here.

Rotation is done around the (0.5, 0.5) point of the UV space, which is located at the center of the default mesh.

AL Scroll

AL Scroll is a AudioLink Chronotensity feature that lets AudioLink move the texture over time.

AL Rotation

AL rotation is a AudioLink Chronotensity feature that lets AudioLink rotate the texture over time.

Depth

When enabled, places the texture at a certain depth below the surface of the mesh creating a parallax effect.

This uses the same units as the Height Scale in the Parallax module, so you can match these up for the same depth distance.