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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

Toggles Screen-Space Dirt effect on and off.启用和禁用“屏幕空间污垢”效果。

Quality Quality (number of samples used) of the Screen-Space Dirt effect:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
注意
This parameter significantly affects performance, so choose it reasonably.This parameter significantly affects performance, so choose it reasonably.
This parameter significantly affects performance, so choose it reasonably.
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
This parameter significantly affects performance, so choose it reasonably.该参数会严重影响性能,因此请合理选择。
Resolution Resolution used for the Screen-Space Dirt effect:
  • Quarter — quarter resolutionQuarter — quarter resolution
  • Half — half resolutionHalf — half resolution
  • Full — full resolutionFull — full resolution
注意
This parameter significantly affects performance, so choose it reasonably.This parameter significantly affects performance, so choose it reasonably.
Quarter — quarter resolutionHalf — half resolutionFull — full resolutionThis parameter significantly affects performance, so choose it reasonably.
用于的分辨率Screen-Space Dirt效果:
  • Quarter — quarter resolutionQuarter — 四分之一分辨率
  • Half — half resolutionHalf — 半分辨率
  • Full — full resolutionFull— 完整分辨率
注意
This parameter significantly affects performance, so choose it reasonably.该参数会严重影响性能,因此请合理选择。
Intensity Intensity of the Screen-Space Dirt effect. Higher values make the effect more pronounced.

屏幕空间污垢效果的强度。 较高的值使效果更明显。

Radius Determines the size of the areas, where the Screen-Space Dirt effect is applied.确定应用Screen-Space Dirt效果的区域的大小。
Threshold Limits the effect in areas where information cannot be obtained. The higher the value, the less pronounced the effect is. 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 Limits the effect in the range of angles, where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons.
注意
This parameter affects both, concave and convex areas.This parameter affects both, concave and convex areas.
This parameter affects both, concave and convex areas.
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
This parameter affects both, concave and convex areas.此参数影响凹面和凸面区域。
Perspective Degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect:
  • 0 — radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).0 — radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
  • 1 — radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).1 — radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
0 — radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).1 — radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
距相机的距离对相机半径的影响程度Screen-Space Dirt效果:
  • 0 — radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).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 — radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).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 This option increases calculation accuracy and can be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, this option should be disabled (by default).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 Determines texture scaling factor for mapping.确定用于贴图的纹理缩放比例。
Color Color multiplier for the Albedo texture. By default, the color is white.

Albedo纹理的颜色倍增器。默认情况下,颜色为white

Exponent Determines the rate of gradual change of intensity along the radius for cavities.

确定沿空腔半径的强度逐渐变化的速率。

Metalness Metalness value. When set to 0, the effect does not modify metalness buffer in cavities.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 Multiplier for metalness value specified above. Determines the degree of impact of the effect on metalness buffer.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 Determines texture scaling factor for mapping.确定用于贴图的纹理缩放比例。
Color Color multiplier for the Albedo texture. By default, the color is white.Albedo纹理的颜色倍增器。默认情况下,颜色为white
Exponent Determines the rate of gradual change of intensity along the radius for convexities.确定强度沿凸面半径逐渐变化的速率。
Metalness Metalness value. When set to 0, the effect does not modify metalness buffer in convex areas.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 Multiplier for metalness value specified above. Determines the degree of impact of the effect on metalness buffer.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调整每种材料的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料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:要为特定材料设置SSDirt,请执行以下操作:

  1. Enable the Procedural Effects option of the target material.启用目标材料的Procedural Effects选项。
  2. Enable the SSDirt option of the target material.启用目标材料的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: 2020-11-11
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