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Feedback Discrepancy between the manual & API documentation

Discussion in 'Documentation' started by NanushTol, Nov 27, 2020.

  1. NanushTol

    NanushTol

    Joined:
    Jan 9, 2018
    Posts:
    138
    Hi there Unity people
    There is a discrepancy in the the details of the TerrainLayer Mask Map channels
    in the Manual it says

    For the HDRP and URP TerrainLit Shader, the RGBA channels of the Mask Map Texture correspond to:
    R Metallic
    G Ambient Occlusion
    B Height
    A Smoothness (Diffuse Alpha becomes Density)


    and in the API it says
    The content of each channel varies by the terrain shader. For HDRP TerrainLit shader, the channels are:
    R: Height - used when doing height based blending
    G: Smoothness
    B: Metallic.


    can someone please tell me witch one is the correct channel order?