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用料

A material is a set of properties (states, options, parameters) and assets (2D, 3D textures), described in a text file and associated with a particular object surface.material是一组属性(状态,选项,参数)和资产(2D,3D纹理),在文本文件中描述并与特定的对象表面相关联。

UNIGINE has its own material system that includes:UNIGINE拥有自己的材料系统,包括:

  • Base materials implemented by programmers.程序员实施的基础(user)材料。
  • User materials inherited from the base materials and adjusted via Materials Editor by 3D artists.从基础材料继承的用户(base)材料,并由3D艺术家通过“材料编辑器”进行了调整。
注意
As UNIGINE uses its own material system, you cannot use a material provided by any third-party application.由于UNIGINE使用自己的材料系统,因此您不能使用任何第三方应用程序提供的材料。

Base Materials基础材料#

A base material stores a set of material properties and refers to fragment, vertex and geometry shaders, describing how the material will look like.基础材料存储一组材料属性,并引用片段,顶点和几何shaders,描述了材料的外观。

Shaders are written in GLSL and HLSL shading languages. In UNIGINE, there is also the Unified UNIGINE shader language (UUSL) that also can be used to write shaders: it allows creating a single shader file for both 3D graphics APIs: OpenGL and Direct3D11.着色器以GLSL和HLSL着色语言编写。在UNIGINE中,还有统一UNIGINE着色器语言(UUSL)也可用于编写着色器:它允许为两个3D图形API(OpenGL和Direct3D11)创建单个着色器文件。

The base material is stored in the *.basemat file. It cannot be edited via Materials Editor: to customize the base material, you should directly edit the text file. Or you can create a brand new one.基础材料存储在*.basemat文件中。不能通过材料编辑器对其进行编辑:要自定义基础材料,您应直接编辑文本文件。或者,您可以创建一个全新的链接

注意
It is possible to make the base material editable for research purposes. However, changes made to such material via the Materials Editor won't be saved to the *.basemat file.出于研究目的,可以使基础材料可编辑。但是,通过“材质编辑器”对此类材质所做的更改不会保存到*.basemat文件中。

The base materials cannot form materials hierarchy: no base material can be inherited from another base material. The base material is always on the top of the hierarchy: user materials are inherited from it.基础材料无法形成材料层次结构:不能从其他基础材料继承任何基础材料。基础资料始终位于层次结构的顶部:用户资料是从其继承的。

注意
In the *.basemat file, a name of the base material is stored. A child *.mat file store a name-based reference to the base material. A GUID is generated for the base material in run-time.*.basemat文件中,存储基础材料的名称。子*.mat文件存储对基础材料的基于名称的引用。在运行时为基础材料生成一个 GUID

A set of built-in base materials is quite big and contains most of the frequently asked materials.一组内置基础材料很大,其中包含大多数常见问题的材料。

User Materials用户资料#

A user material overrides properties sent to shaders used by the base material from which the user material (or its parent) is inherited. The user material itself cannot refer to a shader.用户材质会覆盖发送给材质的着色器的属性,该材质由继承用户材质(或其父级)的基础材质使用。用户资料本身不能引用着色器。

The user material is stored in the *.mat file that contains references to the parent and the base materials. Such file is usually created when inheriting a new material from the base one or the other user material via Materials Editor. The user material cannot be customized: a set of user material properties cannot differ from properties of the referred base material. However, you can edit the user material via Materials Editor.用户资料存储在*.mat文件中,该文件包含对父级和基础资料的引用。通常,当通过“材质编辑器”从基础材质或其他用户材质继承新材质时,会创建此类文件。用户材料无法自定义:一组用户材料属性不能与引用的基础材料的属性不同。但是,您可以通过“材料编辑器”编辑用户材料。

注意
In the *.mat file, the user material GUID is stored. The child *.mat files usually store the GUID-based reference to the parent user material.用户资料GUID存储在*.mat文件中。子*.mat文件通常存储基于GUID的对父用户材料的引用。

Unlike base materials, user materials can form materials hierarchy.与基础资料不同,用户资料可以构成资料层次结构

Manual and Internal Materials手册和内部材料#

In UNIGINE, there are also manual materials. Such materials are created and edited manually: changes made via Materials Editor at run-time cannot be saved. All base materials (both the built-in and the custom ones) are manual. However, not every manual material is the base one: the user materials can be manual too.在UNIGINE中,还有手册资料。此类材料是手动创建和编辑的:在运行时通过材料编辑器进行的更改无法保存。所有基础材料(内置材料和自定义材料)都是手动的。但是,并非每种手册资料都是基础资料:用户资料也可以是手册。

注意
You can use the same name for the base (*.basemat), user (*.mat) and manual (*.basemat or *.mat) materials within one project: it won't raise any conflicts.您可以在一个项目中对基础(*.basemat),用户(*.mat)和手册(0__igt或*.mat)材质使用相同的名称:不会引起任何冲突。

In the *.mat file, the manual user material name is stored. The child *.mat files can store name-based or GUID-based reference to the parent manual material.*.mat文件中,存储了手动用户材料名称。子*.mat文件可以存储基于基于名称或基于GUID的对父手册材料的引用。

注意
Only the manual material can refer to the parent manual material by the name.只有手册材料可以通过名称引用父手册材料。

The manual material is implemented by programmers when it is necessary to create a material without using Materials Editor.当需要在不使用“材料编辑器”的情况下创建材料时,程序员可以使用手动材料。

An internal material is a material without a name. When cloning or inheriting a material, each new material becomes internal until a name is assigned to it.内部材料是没有名称的材料。克隆或继承材质时,每个新材质都将成为内部材质,直到为其分配了名称。

See Also也可以看看#

本節中的文章

最新更新: 2020-11-11