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.
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。
If the polygon data are displayed in this jagged way in stripe shader mode, it indicates lots of little irregularities of the skin even though the main flow of the surface can be good.
如果多边形的数据显示在这锯齿状的方式,条纹着色模式,它标志着大量的小违规行为的皮肤,即使主要的流动,表面上可以很好的。
Shader types: surface, light source, displacement, transformation, volume, image.
着色器种类:表面,光源,置换,转换,体,图像。
Material may contain referencesto textures, so that the Material's shader can use the textures whilecalculating the surface colour of an object.
使用位图可以创建材质,而着色器控制着材质的渲染方式。因此,着色器也可以控制纹理贴图的颜色值。
Material may contain referencesto textures, so that the Material's shader can use the textures whilecalculating the surface colour of an object.
使用位图可以创建材质,而着色器控制着材质的渲染方式。因此,着色器也可以控制纹理贴图的颜色值。
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