Raster shader index

This page details the different shaders that can be applied to raster geometry, how to select them, and how to create new ones.

Selecting

To select which shader a raster layer uses change the layer_raster_material property for the layer in the config file (either directly or through the editor) under meta. Setting this value to the name of one of the entries in the table below will display the raster with that shader. If no name is given the game will pick a default shader.

RasterBathymetry The default bathymetry shader 2
RasterMELNew The MEL shader created by Kevin & Carlos with visibility improvements and optional range of detail 5
RasterMELOld The original MEL shader created by Tino 5
RasterMELCustomizable New customizable shader (uses colors we set up in the types)

Notes:

  • You can set up any number of types
  • The intervals from one type in the legend to another type in the legend don't need to be equal, therefore we adapt the values of the shader from 0 to 1000 to correspond to the same "jump" in values as we want to show in the legend.
  • The 'value' you set up in each type are ranged from 0 to 1000, be sure to use 0 as value for the first type, the value you set for the last type will define the lower limit of the interval of the last type, 1000 will be the top one.
  • The colours on the image are not exactly the same as on the ones you choose for the legend. You can adapt later by doing a print screen of your image and picking the colours in Photoshop or any other similar program.
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Creating

To use a new shader for rasters in the Unity client, take the following steps:

  1. Create a new shader (anywhere).
  2. Create a new material, using the shader (anywhere).
  3. Create a new object with a spriterenderer, using the material.
  4. Place the object in the "Data Visualization/Resources/RasterPrefabs" folder as a prefab.
  5. Add it to the table above.
This page was last edited on 12 April 2024, at 08:10. Content is available under GPLv3 unless otherwise noted.