Amplify Shader Editor 1.2.0
**** 本内容需购买 ****
Full Shortcut List
Editor
• : Create Commentary 注释
• : Focus On Selection 居中
• : Open Node Palette 打开搜索
• : Toggle Debug Mode 切换调试模式
• : Global Preview 全局预览
• : Delete selected nodes
• : Delete selected nodes
Nodes
• : Color
• : Int
• : Float
• : Vector2
• : Vector3
• : Vector4
• : Lerp
• : Normalize
• : One Minus
• : Power
• : Add
• : Divide
• : Multiply
• : Subtract
• : World Reflection
• : Texture Sample
• : Texture Coordinates
Main Properties
• Shader Type: This area displays the current shader type used.
• 这个区域显示当前使用着色器类型
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• Shader Name: Editable text box, defines the name and path of the shader. Use a forward slash "/" to define its category and name; e.g. UserSamples/EnvironmentGradient. Note that the name displayed in this box is not the same as the filename, they have to be set individually.
• 可编辑文本框,定义了材质的名称和路径。使用正斜杠“/”来定义它的类别和名称;例如UserSamples / EnvironmentGradient。注意,名字显示在这个盒子是不一样的文件名,它们必须单独设置。
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• Light Model: Defines how the surfaces reflects light, commonly referred to as the type of shader used. ASE currently provides Standard(Metallic), Standard Specular, Lambert, Blinn Phong.
• 光模型:定义了如何表面反光,通常被称为着色器使用的类型。ASE目前提供标准(金属),标准镜面,兰伯特,模拟金属冯氏。
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• Shader Model: When writing either Surface Shaders or regular Shader Programs, the HLSL source can be compiled into different “shader models”. Higher shader compilation targets allow using more modern GPU functionality, but might make the shader not work on older GPUs or platforms.
• 材质模型:写作时表面着色器或普通着色器程序,HLSL源可以被编译成不同的“材质模型”。较高的着色器编译目标允许使用更现代的GPU功能,但可能会使材质不能老GPU或平台上工作。
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• Precision: Defines the precision of internal calculations, using lower types offers an added performance boost in exchange for some accuracy; set to Float by default.
• 精度:定义了内部的精密计算,使用较低的类型提供了一个额外的性能提升,以换取一些精度;默认设置为浮动。
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• Cull Mode: Front - Cull front-facing geometry, Back - Cull back-facing geometry, Off - Disables culling (double-side material); set to Back by default.
• 剔除模式:前置采集前置几何,——剔除后面的几何学,——禁用扑杀(双面材料);设置为默认。
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• Render Path: Allows you to define which mode (Forward/Deferred) is supported by the shaders; set to All by default.
• 渲染路径:允许您定义的模式(前进/递延)支持的着色器;默认设置为All。
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• Cast Shadows: Defines if objects using the shader cast shadows.
• 阴影:定义了如果使用材质投射阴影的对象。
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• Receive Shadows: Defines if objects using the shader receive shadows; this includes self-shadowing(only with forward rendering).
• 接受阴影:定义如果对象使用着色器接受阴影;这包括投影(只有向前呈现)。
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• Queue Index: Render queue offset value, accepts positive(later) and negative(sooner) integers.
• 队列指数:渲染队列抵消价值,接受积极的(后来)和负的整数(早)。
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• Custom Editor: Custom inspectors allow you to customize the ASE Material Inspector.
• 自定义编辑器:自定义检查人员允许您自定义的日月光半导体材料检查员。
PS字数限制不能贴了
thank you for sharing
very good site !!
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