Terrain System Config Setup - Gameslinx/Parallax-Continued GitHub Wiki

Terrain System
The terrain system relates to the textures and shaders applied to planet surfaces.
Looking for the surface objects? See the Scatter System page here
Ensure you have followed the steps in the Prerequisites section first
Example Config
ParallaxTerrain
{
Body
{
name = Kerbin // The name of the planet you're adding Parallax to
emissive = False // Does this planet have emissive textures? More on this in the Textures section
ShaderProperties
{
_MainTexLow = Parallax_StockTextures/Kerbin/PluginData/low00.dds // The colour texture that will appear below the altitude defined by "_LowMidBlendStart", like Kerbin's beaches
_MainTexMid = Parallax_StockTextures/Kerbin/PluginData/mid00.dds // The colour texture that will appear above the altitude defined by "_LowMidBlendStart", but below "_MidHighBlendStart", like Kerbin's grass
_MainTexHigh = Parallax_StockTextures/Kerbin/PluginData/high00.dds // The colour texture that will appear above the altitude defined by "_MidHighBlendStart", like Kerbin's mountains
_MainTexSteep = Parallax_StockTextures/Kerbin/PluginData/steep00.dds // The colour texture that will appear on slopes, such as cliffs
_BumpMapLow = Parallax_StockTextures/Kerbin/PluginData/low01.dds // The low normal map
_BumpMapMid = Parallax_StockTextures/Kerbin/PluginData/mid01.dds // The mid normal map
_BumpMapHigh = Parallax_StockTextures/Kerbin/PluginData/high01.dds // The high normal map
_BumpMapSteep = Parallax_StockTextures/Kerbin/PluginData/steep01.dds // The steep normal map
_InfluenceMap = Parallax_StockTextures/Kerbin/PluginData/influence.dds // The influence map - More on this in the Textures section - RGBA = Low/Mid/High/Steep respectively
_DisplacementMap = Parallax_StockTextures/Kerbin/PluginData/displacement.dds // The displacement map - More on this in the Textures section - RGBA = Low/Mid/High/Steep respectively
_DisplacementScale = 0.3 // The scale of the surface displacement
_DisplacementOffset = -0.5 // Extra height added to or subtracted from the surface displacement. -0.5 is a good default
_LowMidBlendStart = 30 // The altitude at which the low texture to mid texture blend begins (below this, the low texture shows completely)
_LowMidBlendEnd = 60 // The altitude at which the low texture to mid texture blend ends (above this, the mid texture shows completely)
_MidHighBlendStart = 2500 // The altitude at which the mid texture to high texture blend begins (below this, the mid texture shows completely)
_MidHighBlendEnd = 3500 // The altitude at which the mid texture to high texture blend ends (above this, the high texture shows completely)
_SteepPower = 8 // The strength of the slope factor - Higher will make slopes with lower gradients display the slope texture
_SteepContrast = 4.5 // The strength of the slope blending - Higher will create a harsher edge between grass and cliff, for example
_SteepMidpoint = 0.731000006 // Biases the slope blend - increasing this allows you to use a high steep power without everything becoming a cliff
_SpecularPower = 15 // How smooth the terrain is
_SpecularIntensity = 0.1 // How much light the terrain reflects
_FresnelPower = 0.8 // Forward Rendering only - The power of fresnel reflections
_EnvironmentMapFactor = 0.1 // Forward Rendering only - The strength of environment reflections
_RefractionIntensity = 0 // Unused at the moment
_Tiling = 0.03 // The tiling of the surface textures. Higher = tiled more (repeats more often)
_Hapke = 1 // Forward Rendering only - approximates surface roughness in space, where lower = more rough. Do not set above 1
_BumpScale = 1 // The strength of the normal maps applied to the terrain
_EmissionColor = 0,0,0,1 // If emission is enabled, this is the colour emitted
}
}
}