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[编辑器/功能拓展] MicroSplat - Decals 3.8.0贴花系统

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发表于 2023-7-27 15:00:01 | 显示全部楼层 |阅读模式






Unlike other decal systems, these are rendered as part of the shader, allowing them to work correctly with things like snow coverage, wetness, and other effects. Additionally they can also modify things like texture choices, displacement amounts (with Tessellation Module), or wetness, puddles, streams or lava amount (with Streams module installed).

MicroSplat decals work in Standard, URP, and HDRP render pipelines, and do not require any specific rendering mode such as deferred rendering. No mesh geometry needs to be generated, and everything is fully dynamic.

Each decal has controls available for Albedo and Normal blend modes, separate opacities for each channel, and color tint.

Each MicroSplat Object can support up to 32 unique decal textures, with up to 64 dynamic decals and 2048 static decals. Dynamic Decals are supported on all MicroSplat surfaces, but static decals are only available on Terrains or Mesh Terrains.


与其他贴花系统不同,这些贴花是作为着色器的一部分渲染的,允许它们正确地与雪覆盖、湿度和其他效果一起工作。此外,他们还可以修改诸如纹理选择,位移量(与镶嵌模块),或湿度,水坑,溪流或熔岩量(与溪流模块安装)。

MicroSplat贴花可以在Standard, URP和HDRP渲染管道中工作,并且不需要任何特定的渲染模式,例如延迟渲染。不需要生成网格几何,一切都是完全动态的。

每个贴花都有反照率和正常混合模式的控制,每个通道单独的不透明度和色调。

每个MicroSplat对象可以支持多达32种独特的贴花纹理,最多64种动态贴花和2048种静态贴花。所有MicroSplat表面都支持动态贴花,但静态贴花仅适用于地形或网格地形。



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