Material layers
- Reusable material layer assets and separate layer blend assets.
- Per-pixel blends from authored masks, vertex color, height, slope, curvature, object or world position, or procedural fields.
- World-aligned and triplanar projection for terrain, architecture, and large props.
- Detail normals, macro/micro variation, and stochastic or aperiodic sampling hooks.
- Decals and mesh decals use the same surface attributes.
- Runtime virtual surface pages may cache expensive terrain or layer composition when measurement shows a benefit.
Not implemented. Layers are not a reason to add a second material schema. A layer produces the same canonical surface inputs as a flat material.
Geometry integration:
Surface asset
PBR macro attributes
texture / UDIM set
layer stack
detail and material functions
optional microgeometry descriptor
-> representation policy
normal map | parallax | displaced meshlet | procedural microgeometry