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This section contains an overview of all types of assets required for a virtual world in order they appear in our suggested content pipeline. Each chapter covers one topic and consists of requirements, guidelines, and advice regarding that topic.本节概述了虚拟世界所需的所有资产类型,以便它们出现在我们建议的内容管道中。每章涵盖一个主题,由有关该主题的要求,准则和建议组成。
本節中的文章
- Materials
- Hierarchy and Inheritance
- Material Editor
- Material Samples
- Alpha Blend Sample
- Alpha Test Sample
- Boiling Sample
- Cubemap Texture Sample
- Custom Code Sample
- Custom Subgraphs Sample
- Displacement Sample
- Dissolve Sample
- Energy Shield Sample
- Fade By Depth Sample
- Fresnel Effect Sample
- Glass Sample
- Ice Sample
- Interior Mapping Sample
- Loop Sample
- Melting Sample
- Object-Space Normal Map Sample
- Tangent-Space Normal Map Sample
- Panner Sample
- Portals Sample
- Procedural Damage Sample
- Procedural Tiles Sample
- Rain Sample
- Simple PBR Material Sample
- UV Tiling and Offset Sample
- Vegetation Sample
- Vertex Color Sample
- Reparent to Graph Material
- Material Samples
- Material Nodes Library
- Miscellaneous
- Material Node
- Final Node
- To Int Node
- Portal In Node
- Portal Out Node
- Expression Node
- Function Node
- Sub Graph Node
- Loop Begin Node
- Loop End Node
- Rotate Space Node
- Transform Space Node
- Reflect Node
- Refract Node
- Time Node
- Rotate UV Node
- Compose Float2
- Compose Float3
- Compose Float4
- Compose Int2
- Compose int3
- Compose Int4
- Compose Float By Exponent
- Decompose Float By Exponent
- Color Saturation Node
- Contrast Node
- Levels Node
- Posterize Node
- RGB To Luma Node
- RGB To HCV Node
- RGB To HSL Node
- HSL To RGB Node
- Overlay Node
- Srgb Node
- Srgb Inverse Node
- Screen UV To View Direction Node
- Position to Screen UV Node
- Reorient Normal Blend Node
- Reorient Vector Blend Node
- Normal Reconstruct Z Node
- Position to Normal Node
- Specular to Metalness Node
- Calc Mip Level Node
- Calculate TBN Node
- Parallax Occlusion Mapping Node
- Parallax Simple Node
- Face Forward Node
- Vertex Interpolation Node
- Pack Unit Vector To Octahedron
- Unpack Octahedron To Unit Vector
- Pack 1212 To 888
- Pack 888 To 1212
- Pack 88 To 16
- Pack 16 To 88
- Pack 44 To 8
- Pack 8 To 44
- Pack 1616 To 8888
- Pack 8888 To 1616
- Refraction Simple For Thick Objects Node
- Refraction Screen UV Offset For Thick Objects Node
- Refraction Simple For Thin Objects Node
- Refraction Screen UV Offset For Thin Objects Node
- Refraction Raymarched Node
- Reflection Simple Node
- Reflection Raymarched Node
- Triplanar Color Node
- Triplanar Normal Node
- Blend By Height Node
- Tiling and Offset Node
- Normal From Height Value Node
- Normal From Height Texture Node
- Depth Fade Node
- Interior Mapping Texture 2D Node
- Interior Mapping Cubemap Node
- Blackbody Node
- Fresnel Node
- Tree Animation Node
- Grass Animation Node
- Input
- Is Auxiliary Pass Node
- Is GBuffer Pass Node
- Is Shadow Pass Node
- Is Baking GI Node
- Is Lightmap Node
- Is Front Face Node
- View Direction Node
- Camera Direction Node
- Camera Offset Node
- Camera Position Node
- Camera Near Node
- Camera Far Node
- Camera INear Node
- Camera IFar Node
- Matrix Projection Node
- Matrix IProjection Node
- Matrix Camera Projection Node
- Matrix Camera IProjection Node
- Matrix Modelview Node
- Matrix IModelview Node
- Matrix Old Modelview Node
- Matrix Old IModelview Delta Node
- Matrix Old IModelview Node
- Oblique Frustum Plane Node
- Screen Resolution Node
- Screen IResolution Node
- Screen Coord Node
- Screen UV Node
- Vertex Tangent Node
- Vertex Binormal Node
- Vertex Normal Node
- Vertex Color Node
- Vertex Position Node
- Vertex UV 0 Node
- Vertex UV 1 Node
- Vertex ID Node
- Instance ID Node
- Material Mask Node
- Up Node
- Down Node
- Forward Node
- Back Node
- Right Node
- Left Node
- Vertex Front Face Node
- Object Position Node
- Sun Direction Node
- Moon Direction Node
- Float Node
- Float2 Node
- Float3 Node
- Float4 Node
- Color (Float3) Node
- Color (Float4) Node
- Int Node
- Int2 Node
- Int3 Node
- Int4 Node
- Bool Node
- Frame Node
- IFps Node
- Game Scale Node
- Logical
- Math
- Add Node
- Subtract Node
- Multiply Node
- Frac Node
- DDX Node
- DDX Coarse Node
- DDX Fine Node
- DDY Node
- DDY Coarse Node
- DDY Fine Node
- DDXY Node
- Clamp Node
- Saturate Node
- Power Node
- Ceiling Node
- Floor Node
- Absolute Node
- Sign Node
- Base-E Logarithm Node
- Base-2 Logarithm Node
- Base-10 Logarithm Node
- Base-2 Exponential Node
- Base-E Exponential Node
- Increment Node
- Decrement Node
- Mod Node
- FMod Node
- Divide Node
- Divide Int Node
- Reciprocal Node
- Maximum Node
- Maximum Possible Float Node
- Maximum Possible Half Node
- Maximum Possible Int Node
- Minimum Node
- Minimum Possible Float Node
- Minimum Possible Int Node
- Rerange Node
- Square Root Node
- Reciprocal Square Root Node
- Round Node
- Multiply And Add Node
- ModF Node
- Step Node
- Smooth Step Node
- Length Node
- Length Squared Node
- Normalize Node
- Cross Node
- Dot Product Node
- Lerp Node
- Lerp3 Node
- Lerp Contrast Preserving Node
- Inverse Lerp Node
- Golden Ratio Node
- Pi Node
- Reverse Bits Node
- Is Finite Node
- Is Infinity Node
- Is Nan Node
- All Node
- Any Node
- First Bit High Node
- First Bit Low Node
- Distance Node
- Matrix
- Compose Matrix3
- Compose Matrix3 By Column
- Compose Matrix3 By Row
- Compose Matrix4
- Compose Matrix4 By Column
- Compose Matrix4 By Row
- Get Matrix Column
- Get Matrix Row
- Get Matrix Value
- Set Matrix Column
- Set Matrix Row
- Set Matrix Value
- Is Ortho
- Basis X
- Basis Y
- Basis Z
- Determinant
- Orthonormalize
- Scale
- Translate
- Transpose
- Inverse
- Inverse Transform
- Decompose Euler
- Rotate Euler
- Rotate Axis
- Rotate X
- Rotate Y
- Rotate Z
- Decompose Transform
- Compose Transform
- Matrix Multiply 3x3
- Matrix Multiply 4x4
- Ortho
- Frustum
- Perspective
- Cube Transform
- Matrix Object To Absolute World
- Matrix Object To Camera World
- Matrix Object To View
- Matrix View To Object
- Matrix View To Absolute World
- Matrix View To Camera World
- Matrix Absolute World To View
- Matrix Absolute World To Object
- Matrix Camera World To View
- Matrix Camera World To Object
- Trigonometry
- Textures
- Light Map Texture Node
- Texture 2D Node
- Texture 2D Array Node
- Texture 3D Node
- Texture Cube Node
- Sample Texture Node
- Texture Resolution Node
- Texture Buffer GBuffer Albedo Node
- Texture Buffer GBuffer Normal Node
- Texture Buffer GBuffer Shading Node
- Texture Buffer GBuffer Velocity Node
- Texture Buffer Curvature Node
- Texture Buffer Auxiliary Node
- Texture Buffer Lights Node
- Texture Buffer Depth Node
- Texture Buffer Depth Opacity Node
- Texture Buffer Depth Opacity Fast Node
- Texture Buffer Screen Color Node
- Texture Buffer Screen Color Old Node
- Texture Buffer Screen Color Old Reprojection Node
- Texture Buffer Screen Color Opacity Node
- Texture Buffer GBuffer Material Mask Node
- Texture Buffer Normal Fast Node
- Texture Buffer Refraction Node
- Texture Buffer Refraction Mask Node
- Texture Buffer SSAO Node
- Texture Buffer SSGI Node
- Texture Buffer SSR Node
- Texture Buffer Transparent Blur Node
- Texture Buffer Auto Exposure Node
- Texture Buffer Auto White Balance Node
- Texture Buffer Bent Normal Node
- Texture Buffer DOF Mask Node
- Procedural
- Miscellaneous
- Material Library
- billboards_base
- billboards_cloud_base
- billboards_impostor_base
- clouds_base
- decal_base
- decal_terrain_hole_base
- grass_base
- grass_impostor_base
- gui_base
- landscape_terrain_base
- landscape_terrain_detail_base
- mesh_base
- particles_base
- render_composite
- sky_base
- terrain_global_base
- volume_cloud_base
- volume_fog_base
- volume_light_base
- volume_omni_base
- volume_proj_base
- volume_shaft_base
- water_global_base
- water_mesh_base
- Postprocess Materials
- Debug Materials
- Custom Materials
- Scriptable Materials
最新更新:
2021-12-13
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