Fire Shader 火焰着色器Basic 基础Shader 着色器

Shader Properties

Color

颜色

The gradient determines the color of the fire.

梯度决定了火的颜色。

U Frequency[0..+∞]
V Frequency[0..+∞]

频率[0. . + ∞] v 频率[0. . + ∞]

U Frequency and V Frequency determine the fineness of the structure. Thus U=1 and V=1 results in regular flames, U=1 and V=0.25 gives rather elongated flames.

U 频率和 v 频率决定了结构的精细度。因此,u = 1和 v = 1导致了规则火焰,u = 1和 v = 0.25导致了相当长的火焰。

T Frequency[0..+∞]

频率[0. . + ∞]

T Frequency affects the speed of the flicker, i.e., how quickly the flames change — the higher the value, the faster the flicker.

频率影响闪烁的速度,也就是火焰变化的速度ー值越高,闪烁越快。

Turbulence[0..+∞]

湍流[0. . + ∞]

Turbulence determines how violently the flames break up in a notional wind. A setting of 2 doubles the wind; a setting of 0 suppresses all wind.

湍流决定了火焰在理论上的风中破裂的程度。2的设定使风速加倍,0的设定使所有的风力减弱。

The wall of flame stretches infinitely in the U direction. Good flame materials can be created by using this shader both in the Alpha channel and the Transparency channel. 火焰之墙在 u 方向无限延伸。好的火焰材质可以通过在阿尔法通道和透明通道使用这个着色器来创建