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标题: 内置着色器指南之标准着色器家族:视差漫反射着色器 [打印本页]

作者: .    时间: 2013-2-20 17:11
标题: 内置着色器指南之标准着色器家族:视差漫反射着色器
Parallax Normal mapped Properties 视差法线贴图属性Parallax Normal mapped is the same as regular Normal mapped, but with a better simulation of "depth". The extra depth effect is achieved through the use of a Height Map. The Height Map is contained in the alpha channel of the Normal map. In the alpha, black is zero depth and white is full depth. This is most often used in bricks/stones to better display the cracks between them.视差法线贴图和常规的法线贴图类似,但是对"深度"的模拟效果更好。额外的深度效果是通过Height Map (高度图)来实现的。这个高度图包含在Normal Map贴图的Alpha通道里边,全黑表示没有高度,而白色表示有高度。这个经常被用来表现砖块或石头的裂缝。The Parallax mapping technique is pretty simple, so it can have artifacts and unusual effects. Specifically, very steep height transitions in the Height Map should be avoided. Adjusting the Height value in the Inspector can also cause the object to become distorted in an odd, unrealistic way. For this reason, it is recommended that you use gradual Height Map transitions or keep the Height slider toward the shallow end.Parallax mapping 技术相当简单,因此它会出现人工痕迹或者异常的效果。尤其是在Height Map里急剧陡峭的高低转换应尽量避免。在检视面板里调整Height值也能改变物体范围但是会造成扭曲古怪的不真实效果。鉴于这个原因,推荐使用高度变化平缓的高度图或者将高度设置比较低。
Diffuse Properties 漫反射属性Diffuse computes a simple (Lambertian) lighting model. The lighting on the surface decreases as the angle between it and the light decreases. The lighting depends only on the this angle, and does not change as the camera moves or rotates around.Diffuse 计算一个简单的(Lambertian)光照模型,光照强度随着物体表面和光入射角之间夹角的角度减小而减小。光照强度仅依赖于此角度,摄像机的移动和旋转无法改变光照强度。
Performance 性能Generally, this shader is on the more expensive rendering side. For more details, please view the Shader Peformance page.一般情况下,这个Shader渲染代价比较小。更多详细资料请查看Shader Peformance页面。
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