UE移动端的片元部分文件叫“MobileBasePassPixelShader.ush”,里面有非常多的宏定义,对应的大多数是不同的渲染模式(各向异性,皮肤,头发等等),1000多行的代码,只保留默认的Default Lit部分代码的话,其实没多少行,这张函数拆解,只是展示用到的函数,期间还有一些额外计算在下文中说明 三、SP一些语法说明 有两个需要...
1/11 OverviewPackage ContentReleasesReviewsPublisher infoAsset Quality PBR Mechanical Robot Character Vol.03, contains tow skined meshes: middle-poly model and low-poly model. You can use mid-poly model for PC\MAC and console games; Use low-poly model for mobile games. A number of animations...
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1) _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} [Toggle(_NORMALMAP)]_UseBumpMap("UseBumpMap", Float) = 0.0 _BumpScale("BumpSc...
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PBR Rocks is a rocks package that you can use for desktop and also for mobile. The package contains additional shader options, that allow you to customize the look of the rocks and to create unique rocks. There are 3 variants of rocks. With moss, sand and snow. Each rock uses the same...
1.微平面法线密度始终为非负值:2.微表面的总面积始终不小于宏观表面总面积:3.任何方向上微观表面投影...
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However, WebGL isn't really up to the task, and to do gamma correction properly you normally need to use 16 bits per channel and a post-processing pass at the end to get the final image - expensive for mobile or slower PCs. Man, this whole subject has a lot of little bits to it...
1.Albedo 可以理解为物体的基础色Base Color,即该物体本身颜色,也是漫反射光的颜色。 其实该颜是色光的折射被物质吸收并形成漫反射后,成为不同波长的光,这就赋予了物体颜色。比如说物体呈现蓝色,是因为其把除了蓝色的光都吸收了,散射出来的光的波长是在蓝色所在范围内。