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标题: 内置着色器指南之标准着色器家族:漫反射细节着色器 [打印本页]

作者: .    时间: 2013-2-20 17:13
标题: 内置着色器指南之标准着色器家族:漫反射细节着色器
Diffuse Detail Properties 漫反射细节属性This shader is a version of the regular Diffuse shader with additional data. It allows you to define a second "Detail" texture that will gradually appear as the camera gets closer to it. It can be used on terrain, for example. You can use a base low-resolution texture and stretch it over the entire terrain. When the camera gets close the low-resolution texture will get blurry, and we don't want that. To avoid this effect, create a generic Detail texture that will be tiled over the terrain. This way, when the camera gets close, the additional details appear and the blurry effect is avoided.这个着色器是标准“漫反射着色器”带有附件数据的版本。这可以让你定义第二层细节纹理,在相机接近是逐渐显示出来。可以用于地形,例如,可以使用一个基本的低分辨率纹理来覆盖整个地形。当相机靠近低分辨率纹理时,将变的模糊不清,我们并不希望这样。为了避免这种效果,创建细节纹理(Diffuse Detail)平铺在地形上。这种方法,当相机靠近时,将显示细节纹理,并避免模糊效果。The Detail texture is put "on top" of the base texture. Darker colors in the detail texture will darken the main texture and lighter colors will brighten it. Detail texture are usually gray-ish. For more information on effectively creating Detail textures, please view this page.细节纹理是放在基本纹理的上面。暗色的细节纹理将使主纹理变暗,亮色的细节纹理将使主纹理变亮。细节纹理通常是淡灰色的。要了解创建细节纹理的更多信息请阅读这页。
Performance 性能This shader is pixel-lit, and approximately equivalent to the Diffuse shader. It is marginally more expensive due to additional texture.这个着色器是像素光照,大约相当于“漫反射着色器”。附加的细节纹理只是轻微的耗费。 【来源:互联网】
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