这种技术就是ParallaxOcclusionMapping(视差遮挡偏移)二、完整Shader Shader "azhao/ParallaxOcclusionMapping"{ Properties {_baseMap("baseMap", 2D) = "white" {}_heightMap("heightMap", 2D) = "white" {}_normalMap("normalMap",2D) = "white" {}_pomScale("pomScale", Float) = 0...
The Parallax Occlusion Mapping (POM) Node allows you to create a parallax effect that displaces a Material's UVs and depth to create the illusion of depth inside a Material. If you experience texture sampling errors while using this node in a graph which includes Custom Function Nodes or Sub...
3、视差偏移的计算 这里是效果的重点,地面的凹凸这么明显,其实是依赖了这个ParallaxOcclusionMapping技术,中文叫做视差遮挡偏移。里面用到几个参数,包括了刚才计算的worldPosXZ,还有高度图。最后输出了一个新的采样UV,我命名为worldUV。 4、地表法线计算 用worldUV采样地表的法线贴图,得到一个地表法线值。 5、...
Node Settings 选择添加变量参数面板里的参数可以在这里进行设置 Name 参数名称 Reference 脚本修改参数名称 Default 默认值 Mode 模式 precosion 精度 Exposed 是否在面板里显示(打勾会在材质面板里显示) 功能工具 子图(subgraph) subgraph可以保存通用的蓝图,并可以在其他的shaderGraph调用。 选中需要保存的蓝图,右击鼠标...
This Block requires you to input the result of the Parallax Occlusion Mapping Node to produce a realistic result. • Depth Offset enabled 0.0 Diffusion Profile The Diffusion Profile to use for subsurface scattering and transmission. • Material Type set to Subsurface Scattering or Translucent 0.0...
● Advanced parallax mapping ● Fading towards the camera ● Horizon occlusion ● Geometric specular anti aliasing ● Bent normals ● GI to AO Effects Fast Outline Shader The fast outline shader allows you to highlight objects by adding a colored outline to them without having to use any expens...
Graph Tools Foundation as a public API, internal to the Editor, for creating common front end UI/UX for custom node-based ed... Read more Under Consideration Context specific Inspector Have an inspector panel only respond to selection changes occuring in a specific window. Read more Under...
Derive comes with 3 built-in shaders (Parallax Occlusion Mapping, Tessellation & Mobile POM), but does also fully support Unity's Standard shader. ✅ Tweak the shader settings directly from the preview settings to see what your result will look like. PBR from Photography ﹌﹌﹌﹌﹌﹌﹌﹌...
其中ParallaxMapping函数: AI检测代码解析 float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) { half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); ...
模板测试(Stencil Test)通常用于限制渲染的区域,或更高级的用法如渲染阴影、轮廓渲染等。 深度测试(Depth Test)透明效果与深度测试以及深度写入的关系非常密切。 注释方式是和C++一样的 output texture Shader "001/TextureEffect" { //材质面板参数声名