This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
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
Setting Up Properties
照明
Landscape Tool
Sandworm
使用编辑器工具执行特定任务
Extending Editor Functionality
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
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
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
Content Optimization
Materials
Material Nodes Library
Art Samples
Tutorials

Vertex Color Sample

This material graph sample demonstrates how to use vertex color for texture blending when creating materials.

  • Each of the color channels (RGB) gets its own Linear Interpolation expression.
  • The data from the first albedo Texture (0) sampled by the Sample2D node is plugged to the x port of the first Lerp node.
  • The data from each of the other three albedo Textures (1-3) sampled by the corresponding Sample2D node is plugged to the y port of its corresponding Lerp node.
  • The first Lerp node corresponding to Texture 1 plugs into the x port of the Lerp node corresponding to Texture 2, with Alpha driven by the Red channel from the vertex color (connected via the X port adapter).
  • The second Lerp node corresponding to Texture 2 plugs into the x port of the Lerp node corresponding to Texture 3, with Alpha driven by the Green channel from the vertex color (connected via the Y port adapter).
  • The third Lerp node corresponding to Texture 3 plugs into the Albedo port of Deferred PBR Material master material node, with Alpha driven by the Blue channel from the vertex color (connected via the Z port adapter).
  • Four Normal maps sampled by the corresponding Sample2D nodes have the same kind of setup of Linear Interpolation expressions.

Finally, the data output is passed to the Final Material node.

Last update: 2021-02-03
Build: ()