This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
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
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Boiling 示例

This material graph sample demonstrates creation of a complex effect of boiling liquid featuring tessellation and vertex offset control.此材质图表示例演示了创建具有曲面细分和顶点偏移控制的复杂沸腾液体效果。

The material graph demonstrates how to create a mask changing with the time using an offset texture (bubbles_offset) and control offset of tessellated geometry and emission based on the mask.材质图表演示了如何使用偏移纹理 (bubbles_offset) 创建随时间变化的遮罩,并基于遮罩控制镶嵌几何体的偏移和发射。

The result结果
最新更新: 2024-12-13
Build: ()