HDRP- What is a detail mask?

Sorry if this question has been answered before, but I am struggling to create a PBR-Esque material with HDRP. I’ve googled for ages and haven’t found an answer, basically, I want to create a mask map to plug into my own material, but for that, I need to blend a detail mask to the blue channel of the mask map. I have no idea what that mask is and how it should look, except for the fact that it is used to mask off certain parts of the model where the detail isn’t supposed to show (got that from “Secondary Maps (Detail Maps) & Detail Mask” unity manual section)

If you do not need a detail texture, then do not pack it inside the mask map. It’s not required. Detail texture can be anything for example pores and wrinkles on a characters face. So if you would look at a characters faces very closely, it would appear more sharper and detailed. It’s useful for games where you can have the camera very close to objects, zoom in and cinematic scenes with close-ups.

The detail texture in the mask map is just a greyscale texture telling which parts of your model will get the detail. This greyscale mask is mapped into the blue channel of the mask map.

The “visual” textures of the actual detail are in the detail map (That’s the slot over emission.)
The detail map contains the detail albedo (desaturated image) in red channel, detail normal (Y= map in green channel, detail smoothness map in blue channel and detail normal (X) map in alpha channel.

Mask map is documented here: Mask and detail maps | High Definition RP | 10.2.2

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Thank you very much, that’s exactly what I was looking for :slight_smile: