Materials: Material Types: SC2 SplatTerrainBake
Splats can be drawn with a special optimization that bakes their textures into the terrain. Applying the SC2 SplatTerrainBake material enables this optimization. This is a relatively large optimization employed by doodads like roads in StarCraft II. In order to draw like terrain, this material has many restrictions: specular color must be monochromatic; features such as emissive are not present; material/bitmap parameters may not be edited or animated; and the splat itself should not be animated. Splats using this material type will only affect terrain.
Splat Terrain Bake
Diffuse supplies the texture for the basic color of the splat. This property must be an SC2 Bitmap. Only the filepath is considered. The RGB channels will be used directly, and the alpha channel is implicitly the opacity of the entire splat.
Normal supplies a tangent space normal map to be blended into the terrain on higher settings. Only the filepath is considered.
Specular supplies a specular intensity path to be blended with the terrain. Only the filepath is considered. The output color is the approximate average luminosity of the RGB color channels of the texture.