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

volume_proj_base

A volume_proj_base material is used to create light beams from directional light sources, such as car headlights, searchlights or beacon light. It is applied to the Volume Projected objects only.

Volume Proj Material

Volume Proj Material

States#

Material Settings, States Tab

Soft Interaction#

Allows to avoid visual artifacts (such as sharp edges) when the volume projected object intersects other objects. The volume object fades out to the intersection plane. Colors of the volume projected object and the object are smoothly interpolated in case they are approximately of the same depth value.

Textures#

Material Settings, Textures Tab

Base Textures#

Diffuse Texture#

A diffuse map that is used to create a light beam. The texture is 3-channelled (RGB).

Attenuation Texture#

An attenuation texture that specifies how the object fades out from the center (the left side of the texture) to the edges (the right side of the texture).

Attenuation texture 1 Attenuation texture 2
Attenuation example 1 Attenuation example 2
The same object with two different attenuation textures.

The texture is 4-channelled (RGBA).

Parameters#

Material Settings, Parameters Tab

Base Parameters#

Diffuse#

A color picker to choose the color of the volume.

Diffuse Scale#

Multiplier for the diffuse color of the volume. The higher the value, the brighter the diffuse color is.

Soft Interaction#

This option allows to control the volume projected object intensity when it is close or intersects other objects.

  • By the minimum value of 0.5, the whole volume projected object is rendered faded out to prevent any sharp edges between it and the intersected object.
  • By higher values, only the intersection edge between the volume projected object and another object is smoothed. The rest of the volume projected object is rendered in full brightness.

Notice
The parameter is available only when the Soft Interaction state is enabled.

Transformation Parameters#

Notice
For more details on setting texture coordinates, read the Texture Coordinates Transformation chapter.

Attenuation#

Transformation of the V coordinate of the attenuation texture. For a default texture, changing this option doesn't affect the volume proj, since a simple gradient is used.

V coordinate of the attenuation texture

V coordinate of the attenuation texture
Last update: 2024-12-13
Build: ()