This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资产工作流程
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
Landscape Tool
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
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
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
创建内容
内容优化
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Dissolve 示例

This material graph sample demonstrates how to create an Alpha Test material with a dissolve effect.此材质图表示例演示了如何创建具有溶解效果的 Alpha 测试材质。

The effect is achieved by sampling data from the noise_m noise texture and shifting its values via a slider parameter. The sharp black-white mask is obtained via the Step node, the output of which is connected to the Opacity input of the Material node. The Opacity Clip Threshold is set in the middle of the range via a Float node.该效果是通过从 noise_m 噪声纹理中采样数据并通过滑块范围。通过 Step 节点获得清晰的黑白掩码,其输出连接到 Material 节点的 Opacity 输入。 Opacity Clip Threshold 通过 Float 节点设置在范围的中间。

The mask with some border_width offset is also treated as a mask for material's Emission.偏移量为 border_width 的遮罩也被视为材质 Emission 的遮罩。

The result结果
最新更新: 2022-04-06
Build: ()