This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
UnigineEditor
界面概述
资产工作流程
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
Sandworm
使用编辑器工具执行特定任务
Extending Editor Functionality
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
Content Optimization
Materials
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

后期处理

This section contains settings of the rendering post-processeses: refraction, motion blur, and volumetric shadows.本部分包含渲染后处理的设置:折射,运动模糊和体积阴影。

Post-Process Settings后处理设置
Wireframe Color Color for the mesh wireframe. The Wireframe visual helper should be enabled.网格线框的颜色。 线框 视觉帮助程序应启用。
Refraction Red Refraction displacement for red channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in red channel.By the value of 0, there is no dispersion for refracted light in red channel.
No refraction dispersion
No Refraction DispersionNo Refraction Dispersion
Refraction Red and Green
Dispersion Per Channel: Red = 0.8, Green = 0.9, Blue = 1
By the value of 0, there is no dispersion for refracted light in red channel.No Refraction Dispersion
红色通道的折射位移(基于折射材料的折射纹理)。它可用于创建光色散(色差)。
  • By the value of 0, there is no dispersion for refracted light in red channel.通过 0 的值,红色通道中没有折射光的色散。
No refraction dispersion
No Refraction Dispersion无折射色散
Refraction Red and Green
Dispersion Per Channel: Red = 0.8, Green = 0.9, Blue = 1
Refraction Green Refraction displacement for green channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in green channel.By the value of 0, there is no dispersion for refracted light in green channel.
By the value of 0, there is no dispersion for refracted light in green channel.
绿色通道的折射位移(基于折射材料的折射纹理)。它可用于创建光色散(色差)。
  • By the value of 0, there is no dispersion for refracted light in green channel.通过 0 的值,绿色通道中没有折射光的色散。
Refraction Blue Refraction displacement for blue channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in blue channel.By the value of 0, there is no dispersion for refracted light in blue channel.
By the value of 0, there is no dispersion for refracted light in blue channel.
蓝色通道的折射位移(基于折射材料的折射纹理)。它可用于创建光色散(色差)。
  • By the value of 0, there is no dispersion for refracted light in blue channel.通过 0 的值,蓝色通道中没有折射光的色散。
Sharpen Intensity Specify the intensity of the image sharpness指定图像清晰度的强度
Shadow Shafts Exposure Specify the intensity of the shadow shafts指定阴影轴的强度
Shadow Shafts Length Specify the length of the shadow shafts指定阴影轴的长度
最新更新: 2021-04-29
Build: ()