包含9節(jié)視頻教程
這是臨摹的終極表現(xiàn)!在臨摹領(lǐng)域達(dá)到真實(shí)照片的級(jí)別,讓你的繪畫讓別人驚呼吧!這不是照片,真的是繪畫出來的。我們一起來學(xué)習(xí)吧!
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![]() Materials are used in conjunction with Mesh or Particle Renderers attached to the GameObject. They play an essential part in defining how your object is displayed. Materials include a reference to the Shader used to render the Mesh or Particles, so these Components can not be displayed without some kind of Material. some kind of Material. 材質(zhì)(Materials)用來把網(wǎng)格(Mesh)或粒子渲染器(Particle Renderers)貼到游戲?qū)ο笊稀K麄冊(cè)诙x對(duì)象怎么被顯示發(fā)揮重要組成部分。材質(zhì)包括用于呈現(xiàn)網(wǎng)狀或顆粒著色器的參考,所以這些組件不能在沒有材質(zhì)的情況下顯示。
漫反射著色器材質(zhì)只有兩個(gè)屬性 - 顏色和紋理。 Properties 屬性The properties of any Material will change depending on the selected Shader. These are the most often used properties: 任何材質(zhì)的屬性取決于選定的著色器(Shader)發(fā)生變化。這是最常用的屬性:
Details 詳情Materials are used to place Textures onto your GameObjects. You cannot add a Texture directly without a Material, and doing so will implicitly create a new Material. The proper workflow is to create a Material, select a Shader, and choose the Texture asset(s) to display along with it. For more information on Materials, take a look at the Manual's page about Materials. 材質(zhì)是用來放置紋理(Textures)到你的游戲?qū)ο。您不能在沒有材質(zhì)的情況下直接增加紋理,這樣做會(huì)隱式地創(chuàng)建一個(gè)新的材質(zhì)。正確的工作流程是創(chuàng)建一個(gè)材質(zhì),選擇一個(gè)著色器,并選擇紋理資源(s),以一并顯示。更多關(guān)于材質(zhì)的信息,看手冊(cè)材質(zhì)(Materials)頁。 Choosing Shaders 選擇著色器After you create your material, the first thing you should decide is which Shader to use. You choose it from the drop-down Shader menu. 您創(chuàng)建您的材料后,第一件事情,你應(yīng)該決定使用的著色器。您可以從著色器下拉菜單選擇。 The Shader drop-down menu 著色器下拉菜單 You can choose any Shader that exists in your project's assets folder or one of the built-in Shaders. You can also create your own Shaders. For more information on using the built-in Shaders, view the Built-in Shader Guide. For information on writing your own shaders, take a look at the Shaders section of the Manual and ShaderLab Reference. 您可以選擇任何在您的項(xiàng)目資源文件夾存在的著色器或一個(gè)內(nèi)置的著色器。您還可以創(chuàng)建你自己的著色器。使用內(nèi)置的著色器的詳細(xì)信息,查看內(nèi)置著色器指南(Built-in Shader Guide)。關(guān)于寫自己的著色器更多信息,看看參考手冊(cè)著色器部分(Shaders)和 ShaderLab Reference。 Setting shader properties 設(shè)置著色器屬性Depending on the type of shader selected, a number of different properties can appear in the Inspector. 根據(jù)選擇的著色器類型,在檢視面板會(huì)出現(xiàn)許多不同的屬性。
The different types of Shader properties are: 不同類型的著色器的屬性是:
Texture placement 紋理布置The placement of the textures can be altered by changing the Offset and Tiling properties. 紋理的位置可以改變,通過改變偏移(Offset)和平鋪(Tiling)屬性。
這個(gè)紋理是通過改變平鋪屬性平鋪2 贊0 踩0 |
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