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
资源工作流程
版本控制
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
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

Ice 示例

This material graph sample demonstrates how to create an effect of a multi-layered ice material.此材质图表示例演示了如何创建多层冰材质的效果。

The sample showcases the use of the Parallax Occlusion Mapping node providing displaced UVs for the Albedo texture based on the input heightmap.该示例展示了使用 Parallax Occlusion Mapping 节点根据输入高度图为 Albedo 纹理提供置换 UV。

The effect is augmented with roughness irregularities taken from additional textures and internal emission based on height.该效果通过从附加纹理和基于高度的内部发射中获取的粗糙度不规则性来增强。

The result结果
最新更新: 2024-01-18
Build: ()