Shader Properties
This tab controls how the strokes are placed and how they overlap.
这个选项卡控制笔画的位置和重叠的方式。
纹理
This is the texture to use as the stroke. You can use a grayscale or a color image (color information in the texture is ignored; the color of the hatches is defined on the shader’s Color tab).
这是作为笔触使用的纹理。您可以使用灰度或彩色图像(纹理中的颜色信息被忽略; 孵化器的颜色在着色器的颜色标签上定义)。
To speed up rendering, consider using a block of strokes instead of a single stroke as the texture. This enables you to use a larger texture tile (Scale values), which means faster rendering.
为了加快渲染速度,可以考虑使用一块笔画代替单笔画作为纹理。这使您能够使用更大的纹理贴图(Scale 值) ,这意味着更快的渲染速度。
瓷砖紫外线
Sketch and Toon offers many ways to speed up the rendering of lines. One way is to tile the hatched lines using the Tile settings in the Material tag (the more tiles you use, the faster the lines are rendered). Enable the Tile UV option to help remove seams from the edges of the tiles (it works by wrapping the lines over the tile edges).
素描和图恩提供了许多加速线条渲染的方法。一种方法是使用 Material 标记中的 Tile 设置平铺阴影线(您使用的 tiles 越多,呈现线条的速度就越快)。启用瓷砖 UV 选项,以帮助消除边缘的瓷砖接缝(它的工作原理包装线的瓷砖边缘)。
旋转紫外线
Sometimes you may notice seams even with Tile UV enabled. This is when the Rotational UV option can help. It rotates the hatch UV map around four times to ensure the strokes overlap all sides.
有时候你甚至可以注意到瓷砖紫外线启用的接缝。这是当旋转 UV 选项可以帮助。它旋转四次左右的舱口 UV 贴图,以确保笔画重叠的所有方面。
比例[0. . + ∞% ]
This controls the scale of the stroke texture. A smaller texture means more strokes over the UVs, which in turn means longer render times. For smaller strokes, instead of lowering the Scale value, consider tiling the strokes using the tiling settings in the Texture tag. See Tile UV above.
这控制了笔触纹理的规模。一个更小的纹理意味着在 uv 上有更多的笔触,这反过来意味着更长的渲染时间。对于较小的笔画,可以考虑使用纹理标签中的平铺设置来平铺笔画,而不是降低缩放值。请参阅上面的紫外线平铺。
旋转紫外线[-360. . 360 ° ]
Rotates the rendering UVs so the whole thing rotates.
旋转呈现的 uv,使整个东西旋转。
Offset U[-∞..+∞%]
Offset V[-∞..+∞%]
偏移量 u [-∞ . . + ∞% ]偏移量 v [-∞ . . + ∞% ]
These settings offset the rendering on the UVs. Enable Tile UV to prevent a gap in the tiling.
这些设置抵消了在 UV 上的渲染。启用平铺 UV 以防止平铺间隙。
密度[0.10000% ]
This is the overall stroke density, i.e.the number of strokes generated.
这是整个笔画密度,也就是生成笔画的数量。
Density U[0..100%]
Density V[0..100%]
密度 u [0.100% ]密度 v [0.100% ]
These define the stroke density in the U and V directions.
这些定义了 u 和 v 方向的笔画密度。
Scatter U[0..+∞%]
Scatter V[0..+∞%]
驱散 u [0. . + ∞% ]驱散 v [0. . + ∞% ]
Scatter the strokes in the U and V directions randomly.
在 u 和 v 方向上随机分散笔画。
Spacing U[-100..+∞%]
Variation[0..+∞%]
Spacing V[-100..+∞%]
Variation[0..+∞%]
间距 u [-100. . + ∞% ]变化[0. . + ∞% ]间距 v [-100. . + ∞% ]变化[0. + ∞% ]
Space the stokes. Values above 100% create gaps between the tiles, values less than 100% overlap them.
间距的斯托克斯。值100% 以上创建之间的隔离瓷砖,值小于100% 重叠他们。
Scale U[0..+∞%]
Variation[0..+∞%]
Scale V[0..+∞%]
Variation[0..+∞%]
刻度 u [0. . + ∞% ]变化[0. . + ∞% ]刻度 v [0. . + ∞% ]变化[0. . + ∞% ]
Scale the strokes in the U or V direction.
在 u 或 v 方向上缩放笔画。
旋转[0.360 ° ]
Rotates each stroke by a random amount up to the set angle value.
按照设定的角度值随机旋转每一笔画。
Crosses
Cross Rotation[-360..360°]
交叉旋转[-360. . 360 ° ]
If Crosses is enabled, a second pass of strokes will be rendered over the first strokes and rotated as a whole by the Cross Rotation value. This is used to create cross-hatching.
如果启用十字交叉,第二次笔画将呈现在第一次笔画上,并通过十字旋转值作为一个整体旋转。这是用来创建交叉孵化。