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Unity組件:Procedural Material Assets 程序材質(zhì)資源

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間隔線(xiàn)

Procedural Material Assets are textures that are generated for you at run-time. See Procedural Materials in the User Guide for more information. A Procedural Material asset can contain one or more procedural materials. These can be viewed in the Inspector just like regular materials. Note however that often procedural materials have many tweakable parameters. As with Material assets the Inspector shows a preview of the Procedural Material at the bottom of the window.

程序材質(zhì)是在運(yùn)行時(shí)產(chǎn)生的紋理。在用戶(hù)手冊(cè)的?Procedural Materials章節(jié)可以查看更多的信息。一個(gè)程序材質(zhì)資源可以包含一個(gè)或者多個(gè)程序材質(zhì)。這些材質(zhì)可以再監(jiān)視面板中像普通材質(zhì)一樣進(jìn)行觀察。但是請(qǐng)注意,程序材質(zhì)有很多可以調(diào)整的參數(shù)。正如在監(jiān)視窗口底部預(yù)覽的程序材質(zhì)。


A Procedural Material viewed in the Inspector.
在監(jiān)視面板中查看的一個(gè)程序材質(zhì)

The Inspector window has 4 main panes.
該監(jiān)視面板有4個(gè)主要的面板:

  1. Substance Archive Manager. Substance的存檔管理器
  2. Properties. 屬性
  3. Generated Textures. 生成紋理
  4. Preview. 預(yù)覽
Substance Archive Manager
Substance的存檔管理器

The archive view shows you all the procedural materials that the Procedural Material asset contains. Select the procedural material you are interested in from the row of previews. Procedural Materials can be Added and Deleted to the Procedural Material Asset archive using the plus and minus buttons. Adding a procedural material will create a new material using the prototype encoded in the archive. The third, Duplicate button will create a new procedural material that is a copy of the currently selected one, including all its settings. Procedural materials can be renamed by typing in a new name in the material header name field.

這個(gè)歸檔視圖向你顯示了程序材質(zhì)資源包含的所有程序材質(zhì)。選擇你在預(yù)覽中感興趣的程序材質(zhì)。程序材質(zhì)可以使用加號(hào)和減號(hào)按鈕添加和刪除程序材質(zhì)資源。添加一個(gè)程序材質(zhì)將會(huì)使用歸檔中的屬性編碼創(chuàng)建一個(gè)新的材質(zhì)。第三,復(fù)制按鈕將會(huì)創(chuàng)建一個(gè)包含當(dāng)前選中項(xiàng)的所有設(shè)置的新的材質(zhì)。程序材質(zhì)可以通過(guò)在材質(zhì)標(biāo)題字段中鍵入新的名稱(chēng)進(jìn)行重命名。

Properties 屬性
Material Properties 材質(zhì)屬性

These are the regular properties of the material, which are dependent on which shader is chosen. They work the same as for regular materials.

這些材質(zhì)的常規(guī)屬性是依賴(lài)于選擇的shader著色器。他們和常規(guī)材質(zhì)一樣的工作原理。

Procedural Properties 程序?qū)傩?/h6>

The properties of any Procedural Material will change according to how the procedural material was created.

任何程序材質(zhì)的屬性將會(huì)根據(jù)他們創(chuàng)建的方式進(jìn)行改變。

  • Generate at Load 在加載時(shí)生成
    Generate the substance when the scene loads. If disabled, it will only be generated when prompted from scripting.
    在場(chǎng)景加載時(shí)生成物質(zhì)。如果禁用,他將會(huì)在從腳本提示時(shí)生成。
  • Random Seed 隨機(jī)種子
    Procedural materials often need some randomness. The Random Seed can be used to vary the generated appearance. Often this will be zero. Just click the Randomize button to get a different seed and observe how the material changes.
    程序材質(zhì)通常需要一些隨機(jī)性?梢允褂貌煌碾S機(jī)種子生成外觀。通常是0。只要單擊一些Randomize按鈕就可以得到不用的種子,并且可以觀察材質(zhì)發(fā)生了什么樣的變化。
Generated Textures 生成紋理


The Generated Textures pane. 生成紋理的窗格

This area allows you to visualize textures that the procedural material generates. The dropdown below each of the generated textures allows you to choose which texture map should supply the alpha channel for that texture. You could, for example, specify that the base alpha comes from the Transparency image, or from the Specular image. The screen-shot below shows the base alpha channel coming from the Specular image.

這個(gè)區(qū)域允許你可視化程序材質(zhì)生成的紋理。下拉下面的生成的每個(gè)紋理,你可以選擇那個(gè)紋理應(yīng)該提供給該紋理的alpha通道。例如,你可以指定基于來(lái)自透明圖片的alpha或者是高光圖片。下面的屏幕截圖顯示了來(lái)自高光圖片的基本的alpha通道。

Per-Platform Overrides 每個(gè)平臺(tái)的重寫(xiě)

When you are building for different platforms, you have to think on the resolution of your textures for the target platform, the size and the quality. You can override these options and assign specific values depending on the platform you are deploying to. Note that if you don't select any value to override, the Editor will pick the default values when building your project.

當(dāng)你為不同的平臺(tái)編譯時(shí),你應(yīng)該考慮目標(biāo)平臺(tái)上紋理的分辨率,大小和質(zhì)量。你可以根據(jù)你要部署的平臺(tái)重寫(xiě)這些選項(xiàng)并指定具體的值。請(qǐng)注意,如果你沒(méi)有選擇任何值的重寫(xiě),編輯器將會(huì)在編譯項(xiàng)目時(shí)采用默認(rèn)值。

  • Target Size 目標(biāo)大小
    The targeted size of the generated textures. Most procedural textures are designed to be resolution independent and will respect the chosen target size, but in rare cases they will use a fixed size instead, or have the possible sizes limited to within a certain range. The actual size of the generated textures can be read in the preview at the bottom of the Inspector.
    針對(duì)生成的紋理大小。大多數(shù)程序紋理的分辨率設(shè)計(jì)是獨(dú)立的并會(huì)遵守選擇的目標(biāo)大小,但是在極少的情況下他們會(huì)使用一個(gè)固定的大小進(jìn)行代替,或者有可能限制在一定范圍內(nèi)。生成的紋理的實(shí)際大小可以再監(jiān)視面板底部的預(yù)覽中讀取到。
  • Texture Format 紋理格式
    What internal representation is used for the texture in memory, once it is generated. This is a tradeoff between size and quality:
    一旦生成紋理,紋理在內(nèi)存中的表示格式。這是一個(gè)大小和質(zhì)量之間的權(quán)衡。
  •     Compressed 壓縮的
    Compressed RGB texture. This will result in considerably less memory used.
    壓縮的RGB紋理。這會(huì)減少內(nèi)存的使用。
  •     RAW 未處理
    Uncompressed truecolor, this is the highest quality. At 256 KB for a 256x256 texture.
    未壓縮的真彩,這是最高的質(zhì)量。256KB就是一個(gè)256X256的紋理。
Preview 預(yù)覽

The procedural material preview operates in an identical manner to the material preview. However, unlike the regular material preview it shows the pixel dimensions of the generated textures.

程序材質(zhì)的預(yù)覽和材質(zhì)的預(yù)覽以相同的方式運(yùn)行。然而,他不同于常規(guī)的材質(zhì)顯示生成紋理的像素尺寸。

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