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
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

Screen Space Dirt

This section contains settings that control the Screen-Space Dirt effect.本节包含控制Screen-Space Dirt效果的设置。

Various slits and cavities are prone to accumulating dirt and dust, while edges tend to wear, scratch and change their initial color, usually this is simulated using so-called curvature maps prepared for each model.各种缝隙和空腔易于积聚灰尘,而边缘容易磨损,刮擦并改变其初始颜色,通常使用为每个模型准备的所谓曲率图进行模拟。

Using this effect allows you to perform curvature mapping (simulate worn scratched edges and accumulation of dirt and dust in cavities) in the screen space for all objects globally. It saves time for large complex scenes with a lot of various models and elements making them look more natural without having to prepare textures for each of them individually.使用此效果,可以在屏幕空间中为全局所有对象执行曲率映射(模拟磨损的刮擦边缘以及空腔中灰尘的积聚)。通过使用各种模型和元素,它可以为大型复杂场景节省时间,从而使它们看起来更自然,而不必为每个场景单独准备纹理。

General Options常规选项#

Screen-Space Dirt SettingsScreen-Space Dirt设置
注意
Settings are applied to materials with the Procedural Effects and Dirt states enabled.设置将应用于启用了Procedural EffectsDirt状态的材质。

The Screen-Space Dirt effect uses additional geometry buffer (Rendering -> Buffers -> Additional Features). If the buffer is disabled, the effect won't be rendered. Screen-Space Dirt效果使用附加的几何缓冲区(Rendering -> Buffers -> Additional Features),用于存储斜角的强度。如果禁用了缓冲区,则不会渲染斜角。

Enabled

启用和禁用“屏幕空间污垢”效果。

Quality 屏幕空间污垢效果的质量(使用的样本数):
  • Low — 4个样品
  • Medium — 8个样品
  • High — 16个样品
  • Ultra — 32个样品
注意
该参数会严重影响性能,因此请合理选择。
Resolution 用于的分辨率Screen-Space Dirt效果:
  • Quarter — 四分之一分辨率
  • Half — 半分辨率
  • Full— 完整分辨率
注意
该参数会严重影响性能,因此请合理选择。
Intensity 屏幕空间污垢效果的强度。 较高的值使效果更明显。

Radius 确定应用Screen-Space Dirt效果的区域的大小。
Threshold 将影响限制在无法获取信息的区域。值 越高,效果越不明显。
Angle Bias 将影响限制在无法获取信息的角度范围内。此参数可用于删除多边形边缘的视觉伪像。
注意
此参数影响凹面和凸面区域。
Perspective 距相机的距离对相机半径的影响程度Screen-Space Dirt效果:
  • 0 —效果的半径绑定到屏幕空间(相对于屏幕大小,它保持恒定,而不管距相机的距离如何)。
  • 1 —效果的半径与世界空间绑定(相对于对象,它保持不变,即,随着相机远离它们而变小)。
Increase Accuracy 此选项可提高计算精度,并可用于消除屏幕边缘的视觉假象(如果出现)。否则,应禁用此选项(默认情况下)。

Cavity Options腔选项#

These options are used to control the look of pits and other cavity areas where dirt or dust would collect.这些选项用于控制坑或其他腔室区域的外观,这些区域会积聚灰尘或灰尘。

Albedo Albedo texture for cavities. This texture defines dirt and dust color pattern for all cavities globally.空腔的反照率纹理。该纹理定义了全局所有腔体的污垢和灰尘颜色图案。
Shading Shading texture for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored).腔体的阴影纹理。该纹理的 Red 通道全局定义了所有型腔的金属度图案(其他通道被忽略)。
Texture Size 确定用于贴图的纹理缩放比例。
Color Albedo纹理的颜色倍增器。默认情况下,颜色为white

Exponent 确定沿空腔半径的强度逐渐变化的速率。

Metalness 金属度值。设置为0时,该效果不会修改型腔中的金属度缓冲区。
Metalness Visibility 上面指定的金属度值的乘数。确定效果对金属性缓冲的影响程度。

Convexity Options凸性选项#

These options are used to control highlighting and accentuating the edges of model (simulating edge wear, scratches or chipped metal).这些选项用于控制模型边缘的突出显示和加重(模拟边缘磨损,划痕或金属屑)。

Albedo Albedo texture for convexities. This texture defines wear and scratch color pattern for all convexities globally.凸度的反照率纹理。此纹理为全局所有凸面定义了磨损和划痕颜色图案。
Shading Shading texture for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored).凹凸的底纹纹理。该纹理的 Red 通道全局定义了所有凸面的金属图案(忽略了其他通道)。
Texture Size 确定用于贴图的纹理缩放比例。
Color Albedo纹理的颜色倍增器。默认情况下,颜色为white
Exponent 确定强度沿凸面半径逐渐变化的速率。
Metalness 金属度值。设置为0时,该效果不会修改凸面区域中的金属度缓冲区。
Metalness Visibility 上面指定的金属度值的乘数。确定效果对金属性缓冲的影响程度。

Adjusting the SSDirt Effect Per Material调整每种材质的SSDirt效果#

Despite all major settings of the SSDirt effect are global and are adjusted via the Settings window, some parameters for fine tuning can be set up per material. The SSDirt effect is applied to all materials inherited from the mesh_base and terrain_global_base having the SSDirt option enabled.尽管SSDirt效果的所有主要设置都是全局设置,并且可以通过“设置”窗口进行调整,但仍可以针对每种材质设置一些用于微调的参数。 SSDirt效果将应用于从启用了SSDirt选项的mesh_baseterrain_global_base继承的所有材质。

To set up SSDirt for a specific material, perform the following:要为特定材质设置SSDirt,请执行以下操作:

  1. Enable the Procedural Effects option of the target material.启用目标材质的Procedural Effects选项。
  2. Enable the SSDirt option of the target material.启用目标材质的SSDirt选项。
  3. Enable the Screen-Space Dirt effect in one of the following ways:
    • Via the Render Settings window: go to the Windows -> Settings -> Runtime -> Render -> SSDirt section and click Enabled.Via the Render Settings window: go to the Windows -> Settings -> Runtime -> Render -> SSDirt section and click Enabled.
    • In the Main Menu select Rendering -> Features and choose SSDirt.In the Main Menu select Rendering -> Features and choose SSDirt.
    Via the Render Settings window: go to the Windows -> Settings -> Runtime -> Render -> SSDirt section and click Enabled.In the Main Menu select Rendering -> Features and choose SSDirt.
    启用Screen-Space Dirt以下列方式之一起作用:
    • Via the Render Settings window: go to the Windows -> Settings -> Runtime -> Render -> SSDirt section and click Enabled.通过Render Settings窗口:转到Windows -> Settings -> Runtime -> Render -> SSDirt部分,然后单击Enabled
    • In the Main Menu select Rendering -> Features and choose SSDirt.在主菜单中,选择Rendering -> Features,然后选择 SSDirt
  4. In the Render Settings window, specify the global SSDirt settings described above.Render Settings窗口中,指定上述全局SSDirt设置
  5. In the material settings (the Parameters window), specify cavity and convexity masks in the procedural texture, UV coordinates transformation, Cavity Scale, and Convexity Scale.材质设置Parameters窗口)中,在过程纹理 UV坐标变换Cavity ScaleConvexity Scale中指定空腔和凸面蒙版。
最新更新: 2023-06-21
Build: ()