The mosaics are created by using the MODIS 8-Day 500 meter BRDF-Albedo Quality p
原创 2022-05-26 12:13:18
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The MCD43A1 V6 Bidirectional Reflectance Distribution Function and Albed
原创 2022-05-26 02:38:28
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The MCD43A2 V6 Bidirectional Reflectance Distribution Function and Albedo (B
原创 2022-05-26 02:38:48
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效果图目录一、Normal—法线处理二、Emission—自发光处理播放动画Panner NodeRotator NodeDepth Fade Node三、Local Vertex Offset—本地顶点偏移Vertex Normal NodeVertex Position Node四、Albedo和Opacity配置1、Albedo—只配颜色2、Opacity—透明度配置聚合水波纹效果主要集中处
转载 2024-07-30 16:55:04
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The MCD43C3 Version 6 Bidirectional Reflectance Distribution Function and Albed
原创 2022-05-26 02:39:01
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效果图目录一、输出基本配置1、General2、Blend Mode 混合模式二、Albedo—主贴图处理三、Normal—法线四、Emission—自发光五、Metallic六、Smoothness七、Loacl Vertex Offset八、动画效果 融化溶解效果主要是对Albedo(贴图),Emission(自发光)和Local Vertex Offset(本地顶点偏移量)做处理。
The MCD43A3 V6 Albedo Model dataset is a daily 16-day product. It provides both
原创 2022-05-26 02:39:17
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Shader "Reference/SurfaceShaderExplicae" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(
  Shader "Custom/aaa" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque"
substance painter是工作在线性空间下的, unity 3d如果是工作在线性空间下的话要注意 substance painter导出的贴图Albedo要勾选sRGB选项,Mask贴图不需要勾选sRGB选项,如果 unity 3d是Gamma空间下的需要手动将Albedo贴图转换到线性空间下才能得到正确的结果。CubemapLod采样没办法做到一致,只能在 subst
转载 2024-03-28 10:44:29
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基本操作视角旋转:右键 摄像机移动:右键+qewasd 复制:选中目标+Ctrl+D 观察特定物体摄像机旋转:左边栏双击物体(选中物体按F),ALT+左键材质(material)素材搜索pbr material P7 13:00Albedo(反光色)右侧属性栏的Albedo可进行表面改变 拖动到各个物体处进行材质改变外部材质:把图片(或其他)直接拖进unity,放在Asserts,再把该图片拖进A
Shader "Custom/FadeShader" { Properties{ _Color("Color", Color) = (1,1,1,1) [Toggle] _LightOn("Light On", float) = 0 _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap("Normal Map", 2D)
原创 2022-01-11 15:30:33
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Shader "Custom/FadeShader" { Properties{ _Color("Color", Color) = (1,1,1,1) [Toggle] _LightOn("Light On", float) = 0 _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap("Normal Map", 2D)
原创 2021-08-27 09:06:53
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Shader "Custom/GroundCircl"{Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Center("Center", Vector) = (0,0,0,0)//圆的中心...
原创 2021-07-14 13:57:53
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官方文档翻译名称: photometric_stereo -- 通过光度立体技术重建表面。签名: photometric_stereo(Images : HeightField, Gradient, Albedo : Slants, Tilts, ResultType, ReconstructionMethod, GenParamName, GenParamValue : )描述: photome
转载 2023-10-21 23:45:31
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Shader "Custom/GroundCircl"{Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Center("Center", Vector) = (0,0,0,0)//圆的中心...
原创 2022-01-25 13:48:04
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内置shader修改:Shader "Custom/ReflectEnv" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Me.
原创 2021-11-18 16:44:47
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)Shader "Standard (Specular setup)"{ Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} .
原创 2021-08-27 09:18:58
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Shader文件的基本结构//Shader的引用名 Shader "Custom/LST" { //属性定义 Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0
通过更改Input结构体里UV坐标,我们可以让纹理动起来。 这是一段河流的简易Shader:Shader "Custom/ScrollUVs" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _ScrollXSpeed ("X Scroll Speed", Range(0,
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