Unity ShaderGraphs节点

类别

总表

Artistic 艺术的节点

Artistic

Adjustment 调整

Adjustment

Channel Mixer 通道混合器

Channel Mixer

Controls the amount each of the channels of input In contribute to each of the channels of output Out. The slider parameters on the node control the contribution of each of the input channels. The toggle button parameters control which of the output channels is currently being edited. Slider controls for editing the contribution of each input channnel range between -2 and 2.

控制输入In的每个通道的数量对输出Out的每个通道的贡献。节点上的滑块参数控制每个输入通道的贡献。切换按钮参数控制当前正在编辑哪个输出通道。滑块控件,用于编辑每个输入通道范围(介于-2和2之间)的贡献。

Contrast 对比度

Contrast

Adjusts the contrast of input In by the amount of input Contrast. A Contrast value of 1 will return the input unaltered. A Contrast value of 0 will return the midpoint of the input.

通过输入Contrast的量调整输入In的对比度。甲对比度值1将返回输入不变。一个对比的0值将返回输入的中点。

Hue 色相

Hue

Offsets the hue of input In by the amount of input Offset. The unit of the offset can be set with the parameter Range. Offset in Degrees is in the range -180 to 180. In Radians it is -Pi to Pi.

通过输入Offset的数量来偏移输入In的色相。偏移量的单位可以通过参数Range设置。偏移在度的范围是从-180到180弧度是-Pi到Pi。

Invert Colors 反色

Invert Colors

Inverts the colors of input In on a per channel basis. This Node assumes all input values are in the range 0 - 1.

在每个通道的基础上反转输入In的颜色。该节点假定所有输入值都在0-1的范围内。

Replace Color 替换颜色

Replace Color

Replaces values in input In equal to input From to the value of input To. Input Range can be used to define a wider range of values around input From to replace. Input Fuzziness can be used to soften the edges around the selection similar to anti-aliasing.

将输入In中的值替换为输入From至输入To的值。输入范围可用于在输入从到替换周围定义更大范围的值。输入模糊可用于柔化选区周围的边缘,类似于抗锯齿。

Saturation 饱和度

Saturation

Adjusts the saturation of input In by the amount of input Saturation. A Saturation value of 1 will return the input unaltered. A Saturation value of 0 will return the input completely desaturated.

通过输入饱和度的数量来调整输入In的饱和度。甲饱和的1值将返回输入不变。一个饱和的0值将返回输入完全去饱和。

White Balance 白平衡

White Balance

Adjusts the temperature and tint of input In by the amount of inputs Temperature and Tint respectively. Temperature has the effect of shifting the values towards yellow or blue. Tint has the effect of shifting towards pink or green.

分别通过输入温度和色调的数量来调整输入In的温度和色调。温度具有将值移向黄色或蓝色的效果。淡色具有变粉红色或绿色的效果。

Blend 混合

Blend

Blend 混合

Blend

Blends the value of input Blend onto input Base using the blending mode defined by the Mode parameter. The strength of the blend is defined by input Opacity. An Opacity value of 0 will return the input Base, unaltered.

使用Mode参数定义的混合模式将输入Blend的值混合到输入Base上。混合的强度由输入不透明度定义。一个不透明度为0值将返回输入基地,不变。

Filter 过滤

Filter

Dither 抖动

Dither

Dither is an intentional form of noise used to randomize quantization error. It is used to prevent large-scale patterns such as color banding in images. The Dither node applies dithering in screen-space to ensure a uniform distribution of the pattern. This can be adjusted by connecting another node to input Screen Position.
This Node is commonly used as an input to Alpha Clip Threshold on a Master Node to give the appearance of transparency to an opaque object. This is useful for creating objects that appear to be transparent but have the advantages of rendering as opaque, such as writing depth and/or being rendered in deferred.

抖动是一种有意的噪声形式,用于随机化量化误差。它用于防止大规模图案,例如图像中的色带。的抖动节点适用于屏幕空间抖动,以确保图案的均匀分布。可以通过将另一个节点连接到输入Screen Position来进行调整。

该节点通常用作主节点上Alpha剪辑阈值的输入,以使不透明对象具有透明外观。这对于创建看起来透明但具有渲染为不透明(例如书写深度和/或延迟渲染)的优点很有用。

Mask 遮罩

Mask

Channel Mask 通道遮罩

在这里插入图片描述

Masks values of input In on channels selected in dropdown Channels. Outputs a vector of the same length as the input vector but with the selected channels set to 0. Channels available in the dropdown Channels will represent the amount of channels present in input In.

在下拉通道中选择的通道上屏蔽输入In的值。输出与输入矢量长度相同的矢量,但所选通道设置为0。下拉菜单中可用的通道Channels表示输入In中存在的通道数量。

Color Mask 色彩遮罩

Color Mask

Creates a mask from values in input In equal to input Mask Color. Input Range can be used to define a wider range of values around input Mask Color to create the mask. Colors within this range will return 1, otherwise the node will return 0. Input Fuzziness can be used to soften the edges around the selection similar to anti-aliasing.

根据输入In中等于输入Mask Color的值创建一个蒙版。输入范围可用于在输入蒙版颜色周围定义更大范围的值,以创建蒙版。此范围内的颜色将返回1,否则节点将返回0。输入模糊可用于柔化选区周围的边缘,类似于抗锯齿。

Normal 法线

Normal

Normal Blend 混合法线

Normal Blend

Blends two normal maps defined by inputs A and B together, normalizing the result to create a valid normal map.

将由输入A和B定义的两个法线贴图混合在一起,对结果进行规范化以创建有效的法线贴图。

Normal From Height 根据高度生成法线

Normal From Height

Creates a normal map from a height value defined by input Input.

根据输入Input定义的高度值创建法线贴图。

Normal From Texture 根据纹理生成法线

Normal From Texture

Converts a height map defined by input Texture into a normal map. UV values and sampler state can be defined by inputs UV and Sampler respectively. If nothing is connected to these ports they will use default values from the inputs. See Port Bindings for more information.
The strength of the created normal map can be defined by inputs Offset and Strength, where Offset defines the maximum distance of a normal detail and Strength acts as a multiplier to the result.

将由输入Texture定义的高度图转换为法线图。UV值和采样器状态可以分别通过输入UV和采样器定义。如果这些端口上没有任何连接,它们将使用输入中的默认值。有关更多信息,请参见端口绑定。

可以通过输入“偏移”和“强度”来定义创建的法线贴图的强度,其中“偏移”定义法线细节的最大距离,而“强度”充当结果的乘数。

Normal Reconstruct Z 法线重建Z

Normal Reconstruct Z

Derives the correct Z value for generated normal maps using a given X and Y value from input In.

使用输入In的给定X和Y值,为生成的法线贴图得出正确的Z值。

Normal Strength 法线强度

Normal Strength

Adjusts the strength of the normal map defined by input In by the amount of input Strength. A Strength value of 1 will return the input unaltered. A Strength value of 0 will return a blank normal map.

通过输入Strength的数量来调整输入In定义的法线贴图的强度。甲强度的1值将返回输入不变。一强度的0值将返回一个空白的法线贴图。

Normal Unpack 法线解包

Normal Unpack

Unpacks a normal map defined by input In. This node is used to unpack a texture that is defined as a Normal Map in its Texture Import Settings when it is sampled as if it were a default texture.
Note that in most cases this node is unnecessary as the normal map should be sampled as such by setting its Type parameter to Normal when it is sampled using a Sample Texture 2D or Triplanar node.

解压缩由输入In定义的法线贴图。对该节点进行采样时,将其解压缩为在其“纹理导入设置”中定义为法线贴图的纹理,就好像它是默认纹理一样。

请注意,在大多数情况下,此节点是不必要的,因为当使用Sample Texture 2D或Triplanar节点采样法线贴图时,应通过将其Type参数设置为Normal来采样法线贴图。

Utility 效用

Utility

Colorspace Conversion 色彩空间转换

Returns the result of converting the value of input In from one colorspace space to another. The spaces to transform from and to are defined by the values of the dropdowns on the node.

返回将输入In的值从一个色彩空间转换为另一色彩空间的结果。从节点转换到的空间由节点上的下拉列表的值定义。

Channel 信号节点

Channel

Input 输入值节点

Input

Master 主节点

该主节点是一种特殊的节点。着色器图的端点定义了着色器的最终表面外观。您的着色器图应始终包含一个,并且只能包含一个Master Node。该主节点会自动处理不同之间的着色器的转换脚本化渲染管道是否有可用的后端。
Master

PBR

A Master Node for physically based rendering. Can be used in either Metallic or Specular workflow modes as defined by the Workflow dropdown parameter.
By default, Shader Graph expects the values you supply to the input Normal to be in tangent space. Use the Transform Node to convert the values to tangent space, or use the Fragment Normal Space drop-down menu in the Material Options to change the expected coordinate space to Object or World.

一个主节点的基于物理的渲染。可以在“工作流”下拉参数定义的“金属”或“镜面”工作流模式下使用。

默认情况下,Shader Graph期望提供给输入法线的值在切线空间中。使用“变换节点”将值转换为切线空间,或使用“材质选项”中的“片段法线空间”下拉菜单将所需的坐标空间更改为“对象”或“世界”。

Unlit

A Master Node for unlit materials.

未点亮的主节点。不受光照影响

Math 数学节点

Math

Procedural 程序性节点

Procedural

Properties 属性节点

Properties
这里面会出现所有在Blackboard中添加的暴露的属性。

Utility 效用节点

Utility

UV

UV

VertexSkinning 顶点蒙皮

VertexSkinning

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