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Amplify Shader Editor插件左侧栏参数指南

官方文档http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Manual

image

General

Light Model

光照模型
Defines how the surfaces reflect light, commonly referred to as the type of shader used. ASE currently provides Standard(Metallic), Standard Specular, Lambert, Blinn Phong and a Custom Lighting that allows to create a unique node-based lighting model.
//TODO: 几个模型的效果图

shader model

shader model的版本。
代码中的

1
#pragma target 3.5

https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
选的越高,对老设备支持更差,对新设备GPU支持更好。

Precision

精度
选fixed最省,float最废

Cull Mode

剔除模式
选Back可剔除背面,Off则全渲染

RenderPath

光照流程

  • Forward
    支持像素光照(包括法线贴图和light cookies)。支持单方向光的实时阴影。通常最亮(对环境影响最大)的光在Render Mode项勾选Important,对应Forward,其余的用Not Important,对应Vertex Lit。
  • Deferred
    给予光照和阴影最棒的效果,对设备性能要求最高。要求Unity Pro。不支持移动设备及Flash。
    支持,多个带实时阴影的光(例如足球里多个灯打在球员身上的效果), 不真正支持反锯齿,不支持半透明。至少是Shader Model 3.0 。
  • All
    ???

【风宇冲】Unity3D教程宝典之Shader篇:第九讲Render Path
官方文档

Cast Shadows

是否投射阴影

Receive Shadows

是否接受阴影

QueueIndex

相对RenderQueue基础的增减

Vertex Output

Relative by default, can be set to absolute; the input Local Vertex Offset input will automatically change to Local Vertex Position.

LOD

Shader Level of Detail
By default, allowed LOD level is infinite, that is, all shaders that are supported by the user’s hardware can be used. However, in some cases you might want to drop shader details, even if the hardware can support them. For example, some cheap graphics cards might support all the features, but are too slow to use them. So you may want to not use parallax normal mapping on them.
官方文档

FallBack

当此shader无法使用时的备选shader

image

Blend

与背景色的混合
详解见这篇文章

image

Stencil

遮挡剔除
详解见这篇文章

Tessellation

细分
The Tessellation input allows the subdivision of a mesh’s triangles, splitting them into smaller triangles at runtime in order to increase the surface detail of any given mesh.

  • Phong: Modifies the positions of the subdivided faces so that the resulting surface follows the mesh normals a bit; set to OFF by Default.
  • Strength: Effect strength 0-1.
  • Type: Defines the technique used; Distance Based, Fixed, Edge Length and Edge Length Cull.
  • Tess: Tessellation factor; 1-32.
  • Min: Minimum Tessellation distance.
  • Max: Maximum Tessellation distance.
  • Edge Length: Maximum length an edge can have before starting to tessellate.
  • Max Disp: Maximum displacement outside of the frustum borders where polygon patches are still tesselated.

https://blog.csdn.net/qq984786645/article/details/73920811

Outline

外发光 没什么好说的……

Billboard

Type

  • cylindrical
    only rotate on the Y axis
  • spherical
    will rotate towards the camera irregardless of it’s rotation

Ignore Rotation

勾了会无视transform设置的旋转

Depth

深度写入 透明常用,效果见 这篇文章

Rendering Options

//TODO 写不动了