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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。
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Custom Subgraphs 示例

This sample demonstrates how to create Subgraphs and use them in your Material Graphs. There are two Subgraphs included:此示例演示如何创建子图表并在您的材质图中使用它们。包括两个子图表:

1) A simple Subgraph demonstrating all available inputs (all_types_of_data.msubgraph)1) 演示所有可用输入的简单子图表 (all_types_of_data.msubgraph)

2) A simple Subgraph implementing UV panning (uv panner.msubgraph)2)一个简单的子图表实现UV平移(uv panner.msubgraph

The image below demonstrates how the Subgraphs described above are used in a complex Material Graph.下图演示了上述子图表如何在复杂的材质图中使用。

  • The UV Panner node (Subgraph) takes the texture coordinates from the Vertex UV 0 node and the speed value from the Float2 parameter node (enabling you to adjust the panner speed via the Parameters panel in UnigineEditor). The modified UV is passed to the UV input of the Sample Texture nodes sampling albedo and normal data from the corresponding Texture 2D nodes. Finally, the data output from the master material node is passed to the Final node.UV Panner 节点(子图表)从 Vertex UV 0 节点获取纹理坐标,从 Float2 参数节点获取速度值(使您能够通过 UnigineEditor 中的 Parameters 面板调整平移速度)。修改后的 UV 被传递到 Sample Texture 节点的 UV 输入,从相应的 Texture 2D 节点采样反照率和法线数据。最后把master material节点输出的数据传给Final节点。
  • Nodes providing all available input types (float, int, texture) are connected to the corresponding input ports of the All Types of Data Subgraph node.提供所有可用输入类型 (float, int, texture) 的节点连接到 All Types of Data 子图表节点的相应输入端口。

最新更新: 2023-06-23
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