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

Procedural Tiles 示例

This material graph sample demonstrates how to create a procedurally damaged tiled material with two layers.此材质图表示例演示了如何创建具有两层的程序损坏的平铺材质。

The material graph performs blending of two sets of textures (background and tiles) by using a set of mask textures and the damage_level slider controlling the transition. The Parallax Simple and Normal From Height Value nodes are used for additional bumping for the overlaying textures.材质图通过使用一组遮罩纹理和控制过渡的damage_level滑块来执行两组纹理(背景瓷砖)的混合。 Parallax SimpleNormal From Height Value 节点用于叠加纹理的额外凹凸。

The result结果
最新更新: 2024-08-16
Build: ()