这产生了粗格线的交叉阴影效果,除非表面是被着成暗色的,在明亮的被着色表面上显示为细的格线。
This produces the cross hatching effect of thick grid lines where the surface would otherwise shade darkly, and thin grid lines where the surface would shade brightly.
注意:在图像上方,已经被忽略的黑色轮廓线和真正的交叉阴影着色,在透视摄像机里明显地表明格子纹理已经投射在表面上。
Note that in the image above, the dark outline and true CrossHatch shading have been omitted to clearly illustrate the Perspective Camera projection of the grid texture onto the surface.
交叉阴影着色方式是一个好例子,一个表面的SHADER能用于去如何从其它节点导入信息,包括其它材质节点,经过它自己的材质网络到一个表面。
The CrossHatch shader is a good example of how a surface shader can be used to pipe information from other nodes, including other material nodes, to a surface via its Shading Group.
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