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    List of Brush Mask Filters

    Abs

    Sets all pixels of an existing Brush Mask to their absolute values. An absolute value is a numerical value without regard to its sign. For example, the absolute value of 5 is 5, and the absolute value of -2 is 2.

    Add

    Adds the input value to each pixel in the Brush Mask.

    Aspect

    Uses the slope aspect of a heightmap to mask the effect of a chosen Brush, and uses Brush rotation to control the aspect direction. The aspect is the compass direction that a slope faces. This Brush is useful when you want to paint a Texture only on a slope that faces a specific direction.

    Only Graphics APIs that allow compute shaders and UAV for GraphicsFormat.R16_SFloat support Aspect.

    Parameters

    Property Description
    Strength Controls the strength of the masking effect.
    Feature Size Specifies the scale of Terrain features that affect the mask.
    Remap Curve Remaps the concavity input before computing the final mask.

    Clamp

    Clamps the pixels of a mask to the specified range. Change the X value to specify the low end of the range, and change the Y value to specify the high end of the range.

    Complement

    Subtracts each pixel value in the current Brush Mask from the specified constant. To invert the mask results, leave the complement value unchanged as 1.

    Concavity

    Uses the concavity of a heightmap to mask the effect of a chosen Brush.

    When you specify Recessed, Unity generates a mask based on areas of the Terrain that curve or hollow inward. As a visual representation, concave areas of the heightmap are those where you see a ∪-shape in the cross section.

    When you specify Exposed, Unity generates a mask based on areas of the Terrain that curve or protrude outward. As a visual representation, convex areas of the heightmap are those where you see a ∩-shape in the cross section.

    Only Graphics APIs that allow compute shaders and UAV for GraphicsFormat.R16_SFloat support Concavity.

    Parameters

    Property Description
    Recessed / Exposed Specifies whether to apply the mask based on recessed (concave) or exposed (convex) features.
    Strength Controls the strength of the masking effect.
    Feature Size Specifies the scale of Terrain features that affect the mask. This determines the size of features to which to apply the effect. If you specify a small value, Unity generates a mask based on smaller concave or convex parts. If you specify a large value, there need to be larger features in order for Unity to generate a mask.
    Remap Curve Remaps the concavity input before computing the final mask.

    Height

    Uses the height of the heightmap to mask the effect of the chosen Brush. The range is from 0 to 1, where 0 is the minimum heightmap value (black in the heightmap), and 1 is the maximum heightmap value (white in the heightmap). This is useful when you want to apply an effect only to a specific height range on the Terrain, for example, to paint grass only on areas below a certain height, or to paint snow only on areas above a specific height.

    Only Graphics APIs that allow compute shaders and UAV for GraphicsFormat.R16_SFloat support Height.

    Parameters

    Property Description
    Strength Controls the strength of the masking effect.
    Height Range Specifics the height range to which to apply the effect.
    Remap Curve Remaps the height input before computing the final mask.

    Layer

    Uses the alphamap of the selected Terrain Layers to mask the effect of a chosen Brush.

    Sharpness controls the amount the mask bleeds outside of the chosen layer's alphamap.

    Max

    Sets all pixels of the current mask to whichever is greater, the current pixel value or the input value.

    Min

    Sets all pixels of the current mask to whichever is smaller, the current pixel value or the input value.

    Multiply

    Multiplies all the pixels of the current mask by the input value.

    Negates

    Reverses the sign of all pixels in the current mask. For example, 1 becomes -1, 0 remains the same, and -1 becomes 1.

    Noise

    Applies a Noise Settings asset to the Brush Mask for Noise. For more information about how to create and edit settings stored in the Noise Settings asset, see Noise Editor.

    Power

    Applies an exponential function to each pixel on the Brush Mask. The function is pow(value, e), where e is the input value.

    Remap

    Remaps each pixel value in the Brush Mask from the From range to the To range.

    Slope

    Uses the slope (first derivative) of the heightmap to mask the effect of the chosen Brush.

    Only Graphics APIs that allow compute shaders and UAV for GraphicsFormat.R16_SFloat support Slope.

    Parameters

    Property Description
    Strength Controls the strength of the masking effect.
    Feature Size Specifies the scale of Terrain features that affect the mask.
    Remap Curve Remaps the slope input before computing the final mask. This helps you visualize how the Terrain's slope affects the generated mask. The x-axis represents the slope angle, where 0 is equivalent to horizontal, and 1 is equivalent to vertical.
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